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Question VFX particles extremely slow when getting close to them

Discussion in 'Visual Effect Graph' started by marcrem, Mar 12, 2023.

  1. marcrem

    marcrem

    Joined:
    Oct 13, 2016
    Posts:
    340
    Hi.

    I'm using VFX Graph on Unity 2021.3 and URP.

    Here's a tornado from a relatively far distance:
    upload_2023-3-12_16-9-43.png

    FPS is good, but when I get closer to it, it gets absolutely terrible:
    upload_2023-3-12_16-10-30.png

    I understand that it's kind of related to the particles taking a large portion of the screen, so I can kind of avoid it by reducing the particle scale as I get closer, but this would totally ruin the look of the effect.

    What can I do to keep it as fluid as when I'm far away from it?

    Thank you
     
  2. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    5,063
    Can you check the profiler and send a screenshot of the hiarchy both from far away and close up
     
  3. marcrem

    marcrem

    Joined:
    Oct 13, 2016
    Posts:
    340
    Turns out disabling "Cast shadows" fixed it. Since this tornado is an unlit graph, I don't need it anyway...

    I'm soon going to upgrade the system to a lit graph so I'll see what I do then...
     
    DevDunk likes this.
  4. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    5,063
    Unlit meshes still can cast shadows. That means you have thousands of shadow casters, so that definitely will be heavy. You can better fake this with a mesh set to cast shadow only.

    Making it lit will also make sure all the lighting calculations happen on all meshes, so I suggest not to do this haha