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Question by Lordinarius · Jul 04, 2015 at 12:54 PM · iosrenderingcpu usage

[iOS] Cpu spike when camera near to objects on

Hi i have a bizarre issue. I've got a racetrack, objects are all static and static batching is on. 18.3k tris 37k vert and Draw call is 3 . Using standart shader with ambient occlution map.

When camera is far, everything is ok

far

But when its near cpu spikes starts and fps drops down.

Near

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avatar image fafase · Jul 04, 2015 at 03:08 PM 0
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Probably due to the LOD optimization. While far away, items are simplified to render faster, texture are mip mapped allowing to use a faster version. Also, geometry may be simplified or even converted to planes (billboard).

As you get closer, more details are popping up and obviously it takes resources.

avatar image Lordinarius · Jul 04, 2015 at 03:28 PM 0
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i have take LOD level to minimum already. lod bias = 0 maximum lod level = 3

There is no any lod group object by the way. Geometry all same at near and far.

avatar image Lordinarius · Jul 04, 2015 at 03:36 PM 0
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Switched to legacy diffuse shader and its works well with it. Probably you are right. Is there standart shader's LOD level ?

avatar image fafase · Jul 04, 2015 at 03:59 PM 0
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Considering the level of optimization that they put in there, I would think so. But I do not know for sure, just assuming.

avatar image Lordinarius · Jul 04, 2015 at 04:03 PM 0
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It seems Standar shader is not optimised for mobile. Iam gonna use custom shader. It caused by shaders lod levels

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