TL;DR, what do draw(total), draw(scene), and related values exactly represent?
I’ve been working on a group SCP:F with some fellow devs for about a year now, and as a result of the game’s progression, its performance has gone quite downhill. I am not sure if this is a FAQ, so apologizes if this is the equivalent of a newbie dev question.
With the measures we have, such as low detail mode, performance and optimized meshes, removing a lot of unnecessary terrain and unioning, and chunk loading help with performance, however, I seek to improve the overall performance of the game without forcing players to make their game look bad just for the sake of FPS. However, we have gotten to sort of a roadblock where there is not much left that we know of the can be improved. I haven’t been able to find a general solution, so this is why I came here.
I have noticed however, that games can still have millions of triangles, and yet their draw(total) and draw(scene) values are much lower. I would like to know what exactly these values are drawing from, and hopefully with this information, I should be more than capable of sourcing a majority of the lag our game is facing.
I considered that the part count could be the main culprit, and that it doesn’t matter how many triangles there are in total, and the more parts there are, the laggier, but even with a 30k part difference, there seems to be worse than expected performance in total.
Our current game, taken at an angle with most of the site in view. The game has slightly more than 80k parts.
Our older site that we are replacing, with most of the site in view. The game has slightly over 51k parts in total