I built a semi-complex scene, i have sky dome, animated clouds (~9 xprnt png files i rotate around at various speeds to get clouds moving across the sky) a terrain using a hight bitmap and TerrainMaterial with textures for grass, sand, and pebbles for a river bed and a waterMaterial to give effect of flowing water. Then i have around 10 different xprnt png trees and animals usin gBillboard and clone each of thode 2-3 x each to have a number of trees and animals around the scene. Then, in the center i have a ‘Temple’ with domes, arches, and lots of pillars. 76 pillars. there are 3 different pillar styles, so at first i cloned the 3 base ones into the 76 total needed. Yesterday I changed from cloning them to instantiateHierarchy to see if that would help with my slow FPS, which it did, but, only slightly.
And, that is the problem, i am getting slow FPS. Like ~19 fps when inside the “temple”, only around 12 fps when outside of the Temple with camera looking at the temple. It goes to ~25 when outside not looking at the temple.
Big problem is that inside the temple i have a TV screen which i texture a Video onto and when the scene does 19 FPS (anything below 30) it makes the video choppy. So, i need to figure out how i can save my temple and still get a good enough fps for a 30 fps video to play smoothly in the scene.
According to INSPECTOR there are a total of 1455 meshes - when i don’t instantiate the pillars there are only 808 meshes total - I get around 22 FSP without the pillars and ~19 with them. . (Of course, i need the pilars) If I don’t load the temple at all, then I get ~46FPS when I play the video and the camera is looking at it. I get ~48FPS when looking at the river, and 60fps not looking at either of those. Without the temple there are 286 meshes total. All of that would be ‘acceptable’ but, I have to have the Temple in the scene, that is the main part.
Now, one thing I haven’t mentioned yet, is i do have quite a number of LARGE png/jpg textures. I forgot to mention that around the terrain i have 4 - what i call panorama images, there are 5100x800 24bit png files with xparency of pasture to mountains, that blend in with my terrain and give a realistic distant view. It looks great, but 4 5100x800 pngs probably take some resources. Then, the grass texture on my terrain is 2kx2k file - and still it is a repeating texture. Then, on the temple i have a number (~14) fairly large texture files - most around 1600x1200, some as large as 3600x2600 - so the marble effects look detailed even close up. None of those are repeating, one texture image covers an entire wall. I love the way the temple and scene looks, but, i will start working on trying to reduce the texture images sizes to see if that is my main culprit.
Wow, sorry for all the detail, but, i wanted you to know what the basic scene was, this is too much for me to post it all up on a playground.
Other than any ADVICE on where else i might look, to increase my FPS, i have a question about
“Render Targets”. As far as i know, my scene is using straight forward rendering, but, i was in the INSPECTOR turning off and on various things to see what is causing the slow FPS, and In the Debug panel i saw a switch to turn off Render Target. I thought if i flip it off, the scene would stop rendering, would either stand still, or would go black. I was surprised when it seemed to do nothing. Everything just worked as Normal - EXCEPT for 2 very curious things happened. Even inside the Temple with the video playing the FPS shot up from 19 FPS to 60 FPS. What? And, I had Windows Task Manager up and I noticed another very peculiar thing - When I turned Render Targets OFF the GPU work load on the PC shot up from ~30% to 60%. The GPU workload increased and the FPS shot way up. And, the whole scene, everything seemed to render just as before - the water was flowing etc.
So, What IS this RENDER TARGETS that i can turn off from the Inspector/Debug panel? And, what is it controlling?
Can I set some option in the Renderer that will do this automatically for my scene? Will that work, is that i would need to do? And, what downsides are there to disabling it?
I have an old I-7 using an NVidia GeForce GT graphics card. Turning Render Targets off shoots its workload up from 30 to 60%, so i wonder how this will work on other systems out there. But, if this is all i need to do, that would be great. (I have an old Dell I-5 tablet with intel graphics built in, and before i was only getting 5 FPS on that, i haven’t tried it turning off the Render Targets on that and see how that performs yet, i will, but, probably not for a day or so, i am busy right now.
Thanks for the help.