Unity benchmark
I believe Unity is not a great place for benchmarks, since they are pretty good with render distance of objects (on default). So first you need to make it so the environment won't change between whatever PC is used.
Second step is making an environment, preferably with some hard to render stuff (like trees with lots of polygons and maybe even moving parts), make a script that can follow a track of sorts and than that part is done. Now for the benchmarking part, you need to record the fps in the entire run (preferably in a light weight way as to not impact performance). I don't know what the best way of recording it all is.
Here is some info on FPS in general: http://wiki.unity3d.com/index.php?title=FramesPerSecond
After that you have a benchmark.
The hardest parts are probably going to be making the fps counter and calculations very light weight. Getting an environment will be too. You could use Unity's asset store, but be sure to grab stuff that is free for + can be monetized (that way you won't run into trouble later)

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