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Terrain Trees causing slow framerate

Discussion in 'Editor & General Support' started by Ecocide, Mar 3, 2014.

  1. Ecocide

    Ecocide

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    Since upgrading to Unity 4.3 I am facing a big problem.

    Even one terrain with only billboarded trees significantly slows down the framerate. I dont use any Occlusion Culling btw. It was not neccessary.

    I tried varying the terrain values und reimporting the used tree assets. No luck.

    I really need help because I can't downgrade to Unity 4.1, loading a scene with an older version ends in a deadlock.

    Edit: Also started a complete fresh Project, added a terrain to the scene, placed trees, set billboard very low, set max mesh trees to 0. The result is still the same

    If I downgrade this fresh scene I get 999+ errors with the message:

    typeTree.m_Children.front ().m_Type != SerializeTraits<SInt32>::GetTypeString (NULL)

    Maybe this helps a developer to reproduce?
     

    Attached Files:

    Last edited: Mar 3, 2014
  2. Ecocide

    Ecocide

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    I appreciate any help, any hints, any advice! As long as this is not fixed, I am stuck. I can't make a dev build because the framerate drops to 20 fps on a pretty powerful system (i7, amd 7870, 8gb ram) because of this bug.
     
  3. Hikiko66

    Hikiko66

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    If you can't downgrade and you want to use the terrain tree system, I don't think there is anything you can do but wait and hope it gets fixed soon.
     
    Last edited: Mar 4, 2014
  4. Ecocide

    Ecocide

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    Well, I would like to know if the devs know about it... But apparently they don't care.
     
  5. Hikiko66

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    Yeah, can we have confirmation that this is being dealt with?

    Thanks
     
  6. Griautis

    Griautis

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    Hey there,

    Could you please send a bug report and post the case number here? That way I can process it as soon as possible.

    Best wishes,
    Ugnius
    Unity QA Team
     
  7. Ecocide

    Ecocide

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    Thanks for your help Griautis,

    with bug report you mean a small scene to reproduce the problem?
     
  8. Griautis

    Griautis

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    Yes, a repro project will speed up the processing of the bug report immensely. Which will allow the developers to fix it as soon as possible.
     
  9. Hikiko66

    Hikiko66

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    Is there a bug report for this now?
     
  10. BlakeGillman

    BlakeGillman

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  11. makeshiftwings

    makeshiftwings

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  12. Hikiko66

    Hikiko66

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  13. makeshiftwings

    makeshiftwings

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    If it's a different bug you should add it; I assumed it was because the number of mesh trees was too high.
     
  14. Griautis

    Griautis

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    No, haven't seen one.
     
  15. Hikiko66

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    Not sure how a person would create a test scene that will show you the performance drop between versions (which is what people are saying has happened).
    http://forum.unity3d.com/threads/224212-Max-Mesh-Trees-setting-broken
    It doesn't have much to do with max mesh setting being broken though, as you can set the billboard start to 5, and it still performs poorly.

    Unity should just run one of their own demo scenes that contains trees. They can compare the performance between 4.3 and an earlier version, like 4.1
    I'm guessing that 4.3 performs worse.

    I tried reproducing this on a flat terrain and massplacing "BigTree", but for some reason unity wouldn't give me the correct stats, it's like they were they were being throttled.
    It kept saying I was running at 60-70 fps whether I had anything in the scene or not, so I was not able to measure difference in such a simplistic contrived scene to see if I was getting a performance drop.
     
    Last edited: Mar 13, 2014
  16. Ecocide

    Ecocide

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    Thanks alot, these were my exact thoughts about that, too. I just created a bug report without a sample project or something like this. I added the profiler screenshot I showed in this thread. But so far no answer or anything else...
     
  17. Arowx

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    You could try replacing the trees with models as a work around.
     
  18. makeshiftwings

    makeshiftwings

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    You probably had VSync turned on in the Player properties.
     
  19. Griautis

    Griautis

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    Could you please post the case number here? (or send it to me by a private message)
     
  20. Ecocide

    Ecocide

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    Where can I find the case number? I haven't received any email.

    @NA-RA-KU: Could you try to create a test scene with VSync off and send another bug report? Maybe it works this way. I won't be on my computer with Unity for a few days, that's why I ask.
     
  21. Hikiko66

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    Case number 596894
     
    Last edited: Mar 15, 2014
  22. Ecocide

    Ecocide

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    Ok just saw the mail in my spam folder, sorry. If it helps, case number is 595705
     
  23. Ecocide

    Ecocide

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    @Griautis: Could you confirm that you guys are dealing with it?
     
  24. Griautis

    Griautis

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    Hey,

    I'm working on the reproduction of the issue. First attempts were not successful. I will respond to both cases posted, either with a confirmation that we got the bug (and thus are forwarding it to the developers) or with a request for more information to reproduce it and hopefully kill it as soon as possible.

    Best wishes,
    Ugnius
    Unity QA Team
     
  25. Griautis

    Griautis

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    Case reproduced and forwarded to developers.

    Best wishes,
    Ugnius
    Unity QA Team
     
  26. Hikiko66

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    Great news! ^_^

    Thanks for letting us know
     
  27. Ecocide

    Ecocide

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    Yes, great news! Thank you
     
  28. Hikiko66

    Hikiko66

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    Can we get this fixed for the next version? The terrain tree system and all related bug fixes are largely rendered useless when there is really no way around this particular bug strangling the FPS.
     
  29. Ecocide

    Ecocide

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    So still no fix in 4.5?

    Damn...
     
  30. Hikiko66

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    I haven't tried 4.5, but I didn't see it in the list of fixed bugs, and on issue tracker it's still marked as "active".
     
    Last edited: May 31, 2014
  31. Ecocide

    Ecocide

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    Really, I don't get it... IS EVERYONE experiencing those heavy performance drops and Unity just worked a few months on an update and NOTHING happened?

    Still, a complete fresh project in 4.3 or 4.5 with just a few trees need calculations around 3 ms even with billboard only.
     
  32. Ecocide

    Ecocide

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    I kindly expect an answer from a Unity Dev.
     
  33. Ecocide

    Ecocide

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  34. Hikiko66

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    Bumpety bump
     
  35. ElvisAlistar

    ElvisAlistar

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    Yes, the issue is still not fixed for 4.5. There are only so many bugs that can be fixed for a specific release. It's still high on the list of bugs prioritized to be fixed. In another thread a user mentioned that setting the shadows to low resolution made the lag disappear and the shadows are still looking decently good. Is that something that maybe you can also try as a workaround until we manage to fix the original bug?
     
  36. Ecocide

    Ecocide

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    Thanks for letting us know that you are still working on it. Unfortunately I don't use any shadows and the problem is still there.
     
    JerryC92 likes this.
  37. protopop

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