Forum Discussion
Curtis
10 years agoExplorer
Huge cpu usage spike when near meshes
I am experiencing a bizarre situation, my game comes to a crawl when I get near meshes in my scene. My framerate goes from 75fps down to 40fps. I am using windows 10, sdk 0.7, AMD gpu and Unity 5.1.2f1.
What is really odd about it is, I can look at plenty of identical high poly meshes in my scene at a distance, and maintain a solid 75fps, but the moment I get to close to a mesh my framerate tanks.
Here are some pics from the profiler, first screen shows cpu usage with a large group of identical meshes in view at a distance:
https://www.dropbox.com/s/r6vlsp5g6edty2l/awayFromMesh.png?dl=0
And close to a isolated mesh that is identical to the meshes in the group:
https://www.dropbox.com/s/we9124b9dhlqd6u/nearMesh.png?dl=0
If anyone has any idea what is going on, I would really appreciate some help with this. I am stumped!
Thanks
What is really odd about it is, I can look at plenty of identical high poly meshes in my scene at a distance, and maintain a solid 75fps, but the moment I get to close to a mesh my framerate tanks.
Here are some pics from the profiler, first screen shows cpu usage with a large group of identical meshes in view at a distance:
https://www.dropbox.com/s/r6vlsp5g6edty2l/awayFromMesh.png?dl=0
And close to a isolated mesh that is identical to the meshes in the group:
https://www.dropbox.com/s/we9124b9dhlqd6u/nearMesh.png?dl=0
If anyone has any idea what is going on, I would really appreciate some help with this. I am stumped!
Thanks
3 Replies
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- sisermannExplorerI observed this problem too ... but I explained it, that it had something to do with the ssao post effect (ssao pro)
The closer I got to an object (with ssao pro enable) the more the framerate broke down.
So when I turned off the post effect it was better, observed with the native unity solution. - CurtisExplorerThanks for the suggestion, but that is the funny thing... I am only using post AA, and when I disable that I still have the same cpu spike. I even downloaded the oculus utilities and used the OVR player controller and I am still having the problem.
I am just starting this project, so I have a super simple scene at the moment. Very basic cube geometry, a simple "floater/star" particle effect to give the scene some life/depth and some low poly trees (about 1000 verts each). when I get near a tree, that is when the problem happens.
The spike seems to kick in when the mesh takes up most of the screen, but that could just be a coincidence. - CurtisExplorerWell.... I found the problem. I was using some older shaders, and when I replaced them with unity 5s standard shader everything seems to run much smoother.
my mistake!
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