Unity FPS Lighting Optimisation
Budget: €36 – €0 EUR
My current Unity project is suffering a noticeable frame-rate drop and almost every clue points to the real-time lighting and shadow setup. My priority is clear: boost FPS while preserving the visual style.
Here is what I know so far:
• The scene relies exclusively on real-time lights; nothing is baked.
• Shadows are active on several dynamic lights and appear to be the main culprit.
• Geometry, scripts, and texture sizes look reasonable, but if you uncover additional drains I am open to fixes there too.
What I need from you:
1. Profile the project (Unity Profiler, RenderDoc or similar) and isolate the exact bottlenecks.
2. Rework the lighting/shadow pipeline—whether that means switching some lights to baked or mixed, adjusting lightmap parameters, tweaking quality settings, or introducing LOD/culling strategies.
3. Implement practical optimisations that push the FPS to an acceptable target on mid-range hardware without breaking existing gameplay or art direction.
4. Squash any bugs uncovered during the optimisation pass (lighting artefacts, unexpected script spikes, etc.).
Acceptance criteria
• Consistent, documented FPS gain in the same test scene and camera path I will provide.
• No new visual glitches; existing lighting quality maintained or improved.
• A short report summarising every change so I can reproduce the workflow in future levels.
It would need to be though a zoom call and guide me how to fix the issues so i can understand them myslef as well.
Thanx for your time
Here is what I know so far:
• The scene relies exclusively on real-time lights; nothing is baked.
• Shadows are active on several dynamic lights and appear to be the main culprit.
• Geometry, scripts, and texture sizes look reasonable, but if you uncover additional drains I am open to fixes there too.
What I need from you:
1. Profile the project (Unity Profiler, RenderDoc or similar) and isolate the exact bottlenecks.
2. Rework the lighting/shadow pipeline—whether that means switching some lights to baked or mixed, adjusting lightmap parameters, tweaking quality settings, or introducing LOD/culling strategies.
3. Implement practical optimisations that push the FPS to an acceptable target on mid-range hardware without breaking existing gameplay or art direction.
4. Squash any bugs uncovered during the optimisation pass (lighting artefacts, unexpected script spikes, etc.).
Acceptance criteria
• Consistent, documented FPS gain in the same test scene and camera path I will provide.
• No new visual glitches; existing lighting quality maintained or improved.
• A short report summarising every change so I can reproduce the workflow in future levels.
It would need to be though a zoom call and guide me how to fix the issues so i can understand them myslef as well.
Thanx for your time
Related categories:
Game Design
3D Rendering
C# Programming
3D Modelling
3D Animation
Unity 3D
Lighting
Unity