OK, I've found one more piece of the puzzle.
The meshes have Light Probes and Reflection Probes turned OFF, whereas the mesh renderer that's created for the impostor has them turned ON.
Turning them off in the prefab for the impostors makes them faster than the original meshes.
This seems pretty ...
Search found 4 matches
- Mon Dec 03, 2018 2:24 am
- Forum: Amplify Impostors
- Topic: How impostors affect performance.
- Replies: 6
- Views: 10195
- Mon Dec 03, 2018 2:03 am
- Forum: Amplify Impostors
- Topic: How impostors affect performance.
- Replies: 6
- Views: 10195
Re: How impostors affect performance.
I have sent a screenshot of the game to the support email.
I have figured something out with regards to the Impostor performance.
Because we have so many meshes, we are static batching them to improve performance.
I'm finding that WITHOUT static batching, the meshes are slower than the Impostors ...
I have figured something out with regards to the Impostor performance.
Because we have so many meshes, we are static batching them to improve performance.
I'm finding that WITHOUT static batching, the meshes are slower than the Impostors ...
- Fri Nov 30, 2018 10:14 am
- Forum: Amplify Impostors
- Topic: How impostors affect performance.
- Replies: 6
- Views: 10195
Re: How impostors affect performance.
I have setup a test scene. But in the test scene the impostor DO improve performance. So something very strange is going on. I will investigate further and let you know if I find anything.
- Thu Nov 29, 2018 6:11 am
- Forum: Amplify Impostors
- Topic: How impostors affect performance.
- Replies: 6
- Views: 10195
How impostors affect performance.
Hi!
I am working on a small team developing a 3D game in Unity 2018.2. We are hoping to support somewhat low-end platforms (e.g. Nintendo Switch) and have been looking for ways to improve rendering performance. We view our levels from the top-down and have ~3000 small plant meshes (~200 tris) The ...
I am working on a small team developing a 3D game in Unity 2018.2. We are hoping to support somewhat low-end platforms (e.g. Nintendo Switch) and have been looking for ways to improve rendering performance. We view our levels from the top-down and have ~3000 small plant meshes (~200 tris) The ...