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Question by tcatal1999 · Jul 23, 2020 at 04:31 PM · 3dfpsprofilerperformance optimization

3D Optimization Problem

I've developed a basic hyper-casual game that I expected it to run on android with at least 60 fps, however, it gave me around 20 fps. To see, what causes this issue, I excluded half of the objects from the game, I compressed all of the textures to around 256x256. I removed the lights, shadows etc. I disabled Vsync and for the build settings, I chose "very low" quality settings. I enabled multithreading.

Here's what I get from the profiler: alt text


alt text

On the forums, people were saying that WaitForPresentOnGfx Thread is caused by CPU waiting for GPU. However, in my case, GPU handles everything in 1ms and CPU does in 24ms.

In the scene, there are 2 repetitive objects (10 repetition each) and one ball. All of them have low-quality textures. With these configurations and scene, I get 50 fps. I have to have more than that to add a few more objects. Can you please help me to figure out what's wrong? I think the key point is Gfx.WaitForPresentOnGfx Thread. Is there anyone who knows how to get rid of this?

cpu.png (119.8 kB)
gpu.png (101.8 kB)
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Answer by tcatal1999 · Jul 23, 2020 at 04:37 PM

![alt text][1]

This is my scene [1]: /storage/temp/163974-gameplay.png


gameplay.png (455.4 kB)
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