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problem of FPS


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we have two scenes, the 1.jpeg is the information of firt one, and another is the second.

the first one have more shaders, more materials, more triangles and surface, at the same

time we could see it Consume more render time. but it's FPS is 100 while the second one is

50, why that happend?

it's seems that all information of the first one is bigger that the other one except the present time,

what's the meaning of present time? if is that cause the low FPS? How should we do?

post-71-0-32721900-1301455848_thumb.jpg

post-71-0-06966500-1301455855_thumb.jpg

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* vertex processing: reduce number of polygons in the scene by creating lods or occluder geometry.

the second scene has less triangle, so it seem to not because of that.

 

* pixel processing: set up medium quality for shaders, reduce textures resolution, set up fade distances for lights and shadows.

we have set up medium quality for shaders, and the second scene exausted less texture memory, and all texture have

been compress to dds format, we directly turn off shadow, but's it's don't work, so it also seem to not because of that.

 

* framebuffer and memory operations: reduce render targets size (shadow maps, reflections size, screen resolution, antialiasing), reduce scene overdraw by art optimizations, reduce texture size or compress textures in case if uncompressed are used.

the second scene have same screen resolution with first scene, we turn of shadow ,reflections, antialiasing and almost all postprocess, but the second scene also has less FPS than the first scene.

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* vertex processing: reduce number of polygons in the scene by creating lods or occluder geometry.

the second scene has less triangle, so it seem to not because of that.

 

* pixel processing: set up medium quality for shaders, reduce textures resolution, set up fade distances for lights and shadows.

we have set up medium quality for shaders, and the second scene exausted less texture memory, and all texture have

been compress to dds format, we directly turn off shadow, but's it's don't work, so it also seem to not because of that.

 

* framebuffer and memory operations: reduce render targets size (shadow maps, reflections size, screen resolution, antialiasing), reduce scene overdraw by art optimizations, reduce texture size or compress textures in case if uncompressed are used.

the second scene have same screen resolution with first scene, we turn of shadow ,reflections, antialiasing and almost all postprocess, but the second scene also has less FPS than the first scene.

 

If above actions didn't help in tracking down the issue you should provide both test scenes via FTP for download, so UNIGINE can analyse it.

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Are the rendering settings in both scenes the same? May be in one of them SSDO is enabled? Could you please at least share some screenshots or, as Ulf said, provide test scenes?

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no ssdo, we even press F3 to turn off all light and all postpross, the first scene have 300 shaders, 300 material and 350000 triangles with 120 FPS, while the second scene have 40 shaders, 60 materials and 250000 triangles with 100 FPS.

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