The performance guide will help you avoid errors that may slow down or impair performance on different devices. Performance issues often arise when scenes are too heavy, or contain too many elements.
The table below lists the safest number of factors for optimal performance on each device. Consult these other help articles for detailed tips on resolving performance issues:
Red = Error; Scene will load slowly or crash on most devices |
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Factor |
Desktop |
Mobile |
AR |
VR |
Performance Issue |
Scene Size (MB) |
40 |
16 |
14 |
30 |
Large scene sizes will increase the loading time or might crash in the browser |
32 |
12 |
10 |
24 |
||
24 |
9.6 |
8.4 |
18 |
||
Polygons |
200000 | 150000 | 100000 | 200000 |
The higher the polygon count of your model, the longer it will take to load and interact |
160000 | 120000 | 80000 | 160000 | ||
120000 | 90000 | 60000 | 120000 | ||
Meshes |
100 |
10 |
10 |
20 |
High number of objects can slow down real-time rendering on device |
80 |
8 |
8 |
16 |
||
60 |
6 |
6 |
12 |
||
Materials |
10 |
8 |
8 |
15 |
Using too many materials would cause the object to render improperly |
8 |
5 |
5 |
12 |
||
6 |
1 |
4 |
9 |
||
Textures |
20 |
6 |
6 |
20 |
Using more than 6 maps would block the object from rendering |
16 |
5 |
5 |
16 |
||
12 |
4 |
4 |
12 |
||
Effects |
5 |
2 |
0 |
5 |
Using too many post effects in one scene will have heavy impact on the performance |
4 |
2 |
0 |
4 |
||
3 |
1 |
0 |
3 |
||
Behaviours |
8 |
6 |
0 |
6 |
Having too many behaviours on multiple objects slows down performance |
6 |
4 |
0 |
4 |
||
4.8 |
1 |
0 |
3.6 |
||
Shadows |
4 |
2 |
0 |
4 |
Having a high number of lights with shadows on and shadow effect enabled (such as shadow quality) will slow performance. |
3 |
1 |
0 |
3 |
||
2 |
0 |
0 |
2 |
||
Shadow Quality |
4 |
2 |
0 |
4 |
|
3 |
1 |
0 |
3 |
||
2 |
0 |
0 |
2 |
||
Rigged Animations |
5 |
2 |
2 |
5 |
Having too many rigged animations slows down performance |
4 |
1 |
1 |
4 |
||
3 |
0 |
0 |
3 |
||
Sounds |
5 |
3 |
0 |
5 |
Having too many sounds in one scene will increase your scene's load time. |
4 |
2 |
0 |
4 |
||
3 |
1 |
0 |
3 |
Performance Guide Messages |
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Problem source |
Problem description |
Reason |
Solution |
Scene Size |
Loading times increase as scene size increases. |
|
Optimize textures -- use JPG if possible, use smaller texture sizes (especially for smaller objects) |
|
How many people view your scene will be inversely proportional to how long it takes to load. |
|
|
Polygons |
200K Tri's are good for the Desktop but Mobile/AR/VR will struggle in FPS. |
Too many Tris |
Lower down polygons |
|
4x 4k maps 2x 1k maps runs in 3d on the iPhone Xs Max but AR scene build failed. (86500) |
|
Lower map resolution first. Combine objects into one. |
Meshes, Materials |
Having more than 10 objects may cause performance issues. |
Too many Objects and Materials |
Best thing to do at this point is to plan your way ahead. |
|
iOS restricts us to using 6 textures. Otherwise it is not rendered correctly object will be invisible. |
|
|
Effects |
Post effects not visible in AR. |
Any effect active |
Turn off effects or not care about it |
Behaviours |
Adding too much behaviour on multiple objects slowed down performance in Mobile. |
|
|
Shadows |
Increasing the Shadow qualities and AA Smoothing Quality will lower fps. SSAO also makes the scene very heavy. |
Very heavy scene |
Optimize the scene. |
Rigged Animations |
AR specific: only one rigged animation is supported on iOS devices |
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