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Curtis's avatar
Curtis
Explorer
10 years ago

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

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  • I 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.
  • Thanks 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.
  • Well.... 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!