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Sluggish performance on Samsung Galaxy Note Pro 12.2 and problems with shaders un Android
I'm developing an app for both Android and iOS. The app makes use of only a limited number of gameObjects.
On the iPad the app works really smoothly. It is very responsive and looks good.
Although the app is lazer fast on the One Plus One smartphone on a Samsung Galaxy Pro 12.2 it is rather sluggish.
On both the One Plus One and Samsung devices it looks like the shaders do not render properly and yield distorted surfaces on graphic assets created in blender.
On both Android devices the gameObject shadows are pixelated.
The shader rendering problem is worse on the Samsung device while the pixelated shadows issue is equally bad on both Android devices.
I have selected OpenGL 2.0 and removed the unsupported OpenGL 3.0 under player settings. This fixed other problems on both my Android phone and Galaxy device but not the above ones.
Have anybody had a similar experience with Android devices?
Is the sluggishness a hardware issue of the Samsung Galaxy Note Pro 12.2 or is it something that one can tweaked away in Unity? Any suggestions for workarounds?
Any news on this? I'm experiencing the same on the Note Pro and I can't figure out what's happening.
Answer by Haze74 · Oct 29, 2015 at 01:25 AM
On further inspection I found that on a similar quality setting the shadows are also pixelated on the iPad Air. So there is apparently no difference in performance in this respect.
However, for the Note Pro meshes render correctly only in quality setting Fast (which means no shadows). And it is noticeably more sluggish than the iPad Air and the One Plus One smart phone.
I'm still not sure if these are issues with Unity or if the Note Pro does not have a fast enough GPU.
I doubt it's a hardware limitation. I am running the game on (way) older devices and it runs smoother than in the Note Pro. Anyways, thanks for the reply.