I'm not sure why but its way too laggy. The main menu runs at only 5 FPS (before I even select the MC, just the blue screen with flowing blobs and subscribe to my patreon buttons produces 5FPS). Game itself runs at 15 FPS. Usually such things happen to me only in Unreal Engine games with shitty optimizations. I turned off everything that could be turned off in Graphics settings (tbh, not much), zero impact. Does the Unity have some sort of config file I can mess around with adding various options to check what makes the renderer flip out? Unreal Engine has GameUserSettings.ini with a long list of stuff you can configure, common for every game.
I'm not sure why but its way too laggy. The main menu runs at only 5 FPS (before I even select the MC, just the blue screen with flowing blobs and subscribe to my patreon buttons produces 5FPS). Game itself runs at 15 FPS. Usually such things happen to me only in Unreal Engine games with shitty optimizations. I turned off everything that could be turned off in Graphics settings (tbh, not much), zero impact. Does the Unity have some sort of config file I can mess around with adding various options to check what makes the renderer flip out? Unreal Engine has GameUserSettings.ini with a long list of stuff you can configure, common for every game.
I already deleted Sombionic, I did some digging and came to the conclusion I cannot fix it. I didnt know about that quake-style console but I did find a Player.log and its pretty long. Most of it is just statistics of what I did. A bunch of warning messages about missing attributes or something. But 90% of the log is memory allocation failures in memory statistics (I have 32GB RAM and 12 GB VRAM, so it shouldnt be happening):
Notice how for each X buckets there are 10-100X failed tries to allocate memory, which means its probably trying and failing to allocate memory not just on scene loads but every frame. And also, this log is just from the few seconds since start still before menu, there shouldnt have been any scene transitions at that point.
Quick googling yields this
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and the manual provided implies there's nothing simpe like editing a config file can be done affect it, the choice of the allocator and block size is completely in developers hands. If I had the project's source on hand I could perhaps figure out more, or if I really wanted to play it and was a super duper disassembling debugging profiling guru (I'm not) I guess it could also be theoretically possible but it'd be a HUGE hassle for little gain.