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Question by Unity Ninja · Aug 07, 2014 at 08:57 AM · camerarenderingperformanceclipping

Adjusting near and far clip of camera for performance?

Does adjusting the near and far clip of camera for lesser view range boost performance? Theoretically I would think it should but I tried doing it and its not making a damn of a difference in the stats window. So what exactly happens? Do objects outside of clipping range get rendered or not? How to use this concept to actually boost peformance?

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avatar image Unity Ninja · Aug 07, 2014 at 09:58 AM 0
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Ok this may be totally a nooby question but can someone please give me some pointers on this? How is changing the far clipping plane from 1000 to 100 not affecting fps at all?

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Answer by Graham-Dunnett · Aug 07, 2014 at 10:59 AM

Well, reducing far from 1000 to 100 may result in smaller numbers of objects being draw, so you might see a reduction in draw calls. However, the further an object is from the camera the smaller it is. Drawing a large object that only occupies 10 pixels of the screen isn't going to be very costly.

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avatar image Unity Ninja · Aug 07, 2014 at 12:01 PM 0
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So you are saying frustum culling doesn't really enhance performance that much? Another doubt - when only half of a mesh is visible within the frustum does it have only half rendering cost?

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