AnyPortrait > Forum > How to Use

[Archive] FPS is too low.

Viewing 1 post (of 1 total)
  • Author
    Posts
  • #1317
    Archive AccountArchive Account

      Q.

      I created a character, made it into a prefab, and loaded it into about 10 scenes.
      Then, the FPS slowed down to around 20.
      How should I optimize this?

       

      A.

      There are many factors that affect performance, so you should check them one by one using a profiler.
      Generally, here are some factors to check:

      AnyPortrait uses CPU-based updates.
      Therefore, the more data you have, the lower the performance.
      The factor that has the greatest impact on performance is the number of vertices.
      If possible, try reducing the number of vertices.

      Modifiers that slow down performance can also affect it.
      The Physics modifier and the Morph modifier are relatively heavy compared to other modifiers.
      You can use “Jiggle Bone” instead of the Physics modifier, and consider “Transform, Color Only” modifier instead of “Morph”.

      Although it is a bit slow in the Unity editor, it can be improved when you build.
      Building with IL2CPP can greatly improve script processing speed.

      The above is covered in the following manual:
      https://rainyrizzle.github.io/en/AdvancedManual/AD_ImprovePerformance.html

       

      Unlike player characters, extra characters can improve overall performance by reducing their update frequency.
      Disabling the “Important Options” will dynamically adjust the update frequency based on performance.
      Check out the performance differences associated with this option in the following manual.
      https://rainyrizzle.github.io/en/AdvancedManual/AD_ImportantOption.html

       

      Rendering also has a significant impact on performance.
      If Draw calls are excessively high (as shown in the “Batches” section of the profiler), rendering bottlenecks can occur, significantly reducing performance.
      If “Saved by batching” is 0 in the “Statistics” section of the Game View, draw call optimization is not working.
      Enable “Dynamic Batching” in the project settings and test again.
      You can find more information about draw calls in the following manual.
      https://rainyrizzle.github.io/en/AdvancedManual/AD_ReduceDrawCalls.html

       

      There may be other causes as well.
      We recommend that you look at the profiler and examine each factor that affects performance.

    Viewing 1 post (of 1 total)
    • You must be logged in to reply to this topic.
    Scroll to Top