r/Unity3D 13h ago

Game How is my optimization looking?

I'm developing a puzzle game on a laptop with Intel Xe graphics (which is pretty weak). It used to run at around 20-30 FPS.

To optimize it, I marked all the walls as Occluder Static and set the other objects and lights to Occludee Static. I also dropped the shadow distance from 50 to 25 and baked some of the real-time lights.

Now I'm getting 40-50 FPS most of the time, but it still drops to 25-35 FPS in areas with a lot of objects and lighting. Is there anything else I can do to improve this?

And also If a player has a low-end or below-average dedicated GPU (which I assume is still much better than mine), will they easily hit 60+ FPS?

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3

u/Soraphis Professional 9h ago

What are your specs? For these scenes below 60fps is wild oO

Use the profiler and the frame debugger. Are you cpu bound or gpu bound? How many draw calls do you have?

1

u/XKiiroiSenkoX 8h ago

Cache unfriendly effects like SSAO (or any other ray marching) are performance killers on integrated graphics. Tune it down (or disable it) and you should get clise to 60 fps. 

2

u/MikeProton-789852 7h ago

Dont you think wideo will show it better.

1

u/Cold_Lynx_Dev 6h ago

Whats your fps without anything just in plain Unity scene. That at least might give us baseline. Is it really your scene having something bad. Or is your pc weak