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Support / iOS Performance w/ Multiple Animated Sprites
« on: June 25, 2013, 07:29:34 am »
My RTS-like game is experiencing bad performance hits after around 20-30 animated sprites are on the screen at once. From the profiler (below), it looks like most of the performance hit is being caused by Draw calls. I already have the terrain in Static Sprite Batchers - is there a way for me to more efficiently render 20-30 different animated sprites (composed of, 4-8 different sprite collections) that won't bomb performance?
Code: [Select]
Phone Unity internal profiler stats:
cpu-player> min: 14.0 max: 10947.3 avg: 532.5
cpu-ogles-drv> min: 2.3 max: 9.4 avg: 3.9
cpu-present> min: 0.9 max: 16.5 avg: 4.4
cpu-waits-gpu> min: 0.9 max: 16.5 avg: 4.4
msaa-resolve> min: 0.0 max: 0.0 avg: 0.0
frametime> min: 19.3 max: 10983.1 avg: 546.7
draw-call #> min: 31 max: 43 avg: 37 | batched: 19
tris #> min: 1297 max: 1405 avg: 1351 | batched: 134
verts #> min: 1874 max: 2118 avg: 1997 | batched: 384
player-detail> physx: 6.2 animation: 0.0 culling 0.0 skinning: 0.0 batching: 1.3 render: 18.7 fixed-update-count: 0 .. 30
mono-scripts> update: 150.0 fixedUpdate: 119.6 coroutines: 14.7
mono-memory> used heap: 5124096 allocated heap: 8425472 max number of collections: 12 collection total duration: 433.5