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Messages - Arktor314

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1
Support / Re: iOS Performance w/ Multiple Animated Sprites
« on: June 25, 2013, 11:58:31 pm »
Disabling animators didn't have an impact. The cpu player there is a little high because I probably took that right after the game was saved or loaded. I took a few more for a better picture:

Game started:
Code: [Select]
iPhone Unity internal profiler stats:
cpu-player>    min:  7.5   max: 33.0   avg: 12.5
cpu-ogles-drv> min:  1.9   max:  8.1   avg:  3.5
cpu-present>   min:  0.9   max:  5.3   avg:  2.2
cpu-waits-gpu> min:  0.9   max:  5.3   avg:  2.2
 msaa-resolve> min:  0.0   max:  0.0   avg:  0.0
frametime>     min: 16.9   max: 50.8   avg: 33.4
draw-call #>   min:  27    max:  32    avg:  30     | batched:     6
tris #>        min:  1352  max:  1462  avg:  1421   | batched:   278
verts #>       min:  1997  max:  2237  avg:  2149   | batched:   557
player-detail> physx:  0.3 animation:  0.0 culling  0.0 skinning:  0.0 batching:  0.7 render:  9.0 fixed-update-count: 0 .. 2
mono-scripts>  update:  0.5   fixedUpdate:  0.7 coroutines:  0.0
mono-memory>   used heap: 3923968 allocated heap: 4452352  max number of collections: 0 collection total duration:  0.0

Later in game:
Code: [Select]
iPhone Unity internal profiler stats:
cpu-player>    min: 39.9   max: 130.2   avg: 59.5
cpu-ogles-drv> min:  2.0   max:  5.9   avg:  2.9
cpu-present>   min:  1.0   max: 10.1   avg:  3.2
cpu-waits-gpu> min:  1.0   max: 10.1   avg:  3.2
 msaa-resolve> min:  0.0   max:  0.0   avg:  0.0
frametime>     min: 46.1   max: 140.7   avg: 68.6
draw-call #>   min:  30    max:  33    avg:  31     | batched:    25
tris #>        min:  1341  max:  1343  avg:  1341   | batched:   237
verts #>       min:  2014  max:  2018  avg:  2015   | batched:   479
player-detail> physx:  0.7 animation:  0.0 culling  0.0 skinning:  0.0 batching:  1.2 render: 16.3 fixed-update-count: 2 .. 7
mono-scripts>  update:  0.5   fixedUpdate: 38.7 coroutines:  1.0
mono-memory>   used heap: 7016448 allocated heap: 11796480  max number of collections: 0 collection total duration:  0.0

Even later...
Code: [Select]
iPhone Unity internal profiler stats:
cpu-player>    min: 50.2   max: 85.1   avg: 66.5
cpu-ogles-drv> min:  2.2   max:  6.1   avg:  3.1
cpu-present>   min:  1.0   max:  9.6   avg:  2.9
cpu-waits-gpu> min:  1.0   max:  9.6   avg:  2.9
 msaa-resolve> min:  0.0   max:  0.0   avg:  0.0
frametime>     min: 57.4   max: 105.3   avg: 75.7
draw-call #>   min:  35    max:  35    avg:  35     | batched:    28
tris #>        min:  1349  max:  1355  avg:  1352   | batched:   243
verts #>       min:  2030  max:  2042  avg:  2036   | batched:   490
player-detail> physx:  0.7 animation:  0.0 culling  0.0 skinning:  0.0 batching:  1.2 render: 16.9 fixed-update-count: 3 .. 5
mono-scripts>  update:  0.5   fixedUpdate: 47.0 coroutines:  0.0
mono-memory>   used heap: 6737920 allocated heap: 11829248  max number of collections: 0 collection total duration:  0.0

It looks like you might be right about the issue being with cpu-player.

2
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

3
Thank you!

4
Support / Help! Sprites disappearing at different camera angles!
« on: May 28, 2013, 05:46:16 am »
I've got a perspective camera at an angle of 30 degrees from the horizontal. Everything was working fine until I tried swapping out the default terrain with new much more colorful 2D sprites, which has caused the other sprites to disappear frequently depending where the camera is located. (See below pictures: The sprite that the red arrow points at disappears when the camera moves slightly to the left.)



The sprites themselves are at the same height and parallel to the terrain (as shown).


I tried changing the camera's transparency sorting to orthographic, but that didn't help (possibly made it worse.) I reverted that and tried switching the camera to orthographic, but that didn't help. The only thing that does seem to help is changing the camera angle to orthographic AND pointing it down so it faces the terrain directly, but I really don't want to do that (everything so far has been designed based on an isometric angle.)

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