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tobbestarkvSync is only usesul to CRT-screens. And what it does is that it freezes the frame before the frame that you are actually looking at and lays that other frame on top of the new one. It get laggier, but makes the fps smoother for CRT-screens
Official-jedimartinbmanrulesYou need to optimise it then. Get a LoD system in place, bake lightmaps rather than realtime, merge multiple building textures into one to reduce draw calls and merge meshes which use the same textures to increase performance. Ignore network data from players outside of a certain range (if you've already added networking, if not it should be one of the first things you do if you want to promise the kind of multiplayer you promise, which is very difficult unless you run multiple server instances) and if after all this you still find performance an issue, use a chunk loading system. No sane game developer would ever have 3000 unique buildings loaded fully at the same time.
Ingame there are NEVER 3000 unique buildings LOADED, but in the editor it shows it all.
Official-jedimartinbmanrulesOfficial-jedimartin
Aaannnddd explain how how integrated graphics will run Unity 5's new Physically based shading system? Hmmmm?
Runs fine for me on HD 4000 3ghz.....
With 3000 unique buildings? Too much geometry for an APU.

This mostly applies to 3D renders.
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