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Getting 50 fps on my laptop with simple scene. Is there a good explanation?
I'm working on an app that I intend to release on IOS / Android. For now, I am developing on my laptop, which is a few years old (Sony Vaio Intel Core2 Duo CPU T6500 @ 2.10 GHz, 4.0 GB Ram, 64bit Win Vista).
I have a pretty basic scene going, a single physically simulated ball rolling on a plane. There is a complex UI system in the scene as well, but that is currently inactive.
Anyway, I'm seeing frame rates of 50 or so on average (sometimes as low as 30), and frequent stuttering of gameplay. It makes me wonder if Unity is performant enough on IOS / Android if even this simple scene runs as slowly as it does on a PC (I would expect it could run at 100s of frame per second). I realize this could be due to my laptop (and there is no GPU in it), but I understand that iPad for instance runs a single core at 1 Ghz with only a modestly powerful GPU present by comparison.
Answer by Eric5h5 · May 25, 2012 at 01:01 AM
There are plenty of Unity iOS games which perform well (30-60fps), even on old devices like my 2nd generation iPod touch, so yes Unity is plenty fast. The iPad actually has 2 cores, not that it really makes much difference in this case. It could be you did something wrong in your scene...I know you said it's simple, but maybe you accidentally did something that's causing performance issues. If not that, then I'd guess there's something wrong with your computer or maybe the drivers. On my Mac, simple scenes get literally thousands of fps.
What kind of development HW do you use? I'd like to get thousands of fps for my scenes during development. :)
Any ordinary $$anonymous$$ac will get thousands of FPS apple.com
I would think any ordinary computer at all would, as long as it's not total bargain-basement junk. Even my old G5/X800 got 500+ fps for simple scenes with no pixel lighting and not too much physics.
I just ran a test scene with 16 rigid body cubes, a single rigid body sphere on a test mesh collider with under 100 polys. This scene is running at 2 fps on my Sony Vaio laptop with the stats posted above.
So...I was outputting some Debug.Log() messages for each cube. When those are off, I'm running faster. Now, I am able to get 64 cubes, my sphere, and the simple test mesh collider running at 50 fps. Still, I would think that scene would be very fast. I'm eventually hoping to run on IOS/Android so this worries me a little. I'll have to R&D physics performance on those platforms a bit before settling in on my design.
Answer by Owen-Reynolds · May 25, 2012 at 07:41 PM
I'd blame your lack of a graphics card. GPUs, even "modest" ones, are very fast at the few things they specialize in -- that's why no one makes a chip that can be a CPU or GPU. Having your regular processor cover for the graphics card is a lot of extra work for it.
I had an old, odd machine running Linux. Got terrible frame rates on games and constantly overheated. I finally realized that my graphics card driver was bad and I wasn't even using the so-so GPU. One driver install later, things were running too fast, and cool.
The laptop has an embedded graphics media accelerator, I'm sure. In fact, I think I know the exact laptop being referenced, and it can play Portal 2, so it is much more likely issues of bad code, like the superfluous Debug.Log calls mentioned below.
There has to be a GPU since the Unity3D editor can only be run on a hardware that supports at least 4 texture units ;) I tried installing it on a very old computer. A build runs find, but the editor complains and doesn't run at all.
It might be your monitor framerate? A webbuild is also limited to 60 fps by default.
Answer by dansav · May 25, 2012 at 07:58 PM
You might be in a unity iphone emulation mode where it tries to emulate performance on target platform. Under edit-->graphics emulation make sure it is checked correctly.
Actually it makes no attempt to emulate performance, only the graphics. So you can see if your shaders work.
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