iPad3 Performance < iPad2 Performance - Your mileage?
I'm just about to release my Unity iOS game to the AppStore this week and targeting iPad2 and 3. I have noticed since I started testing on iPad3 that my game performs more poorly on iPad3 than 2. I wondering if anyone else out there has noticed this? I have not had time to benchmark the two, but it's visually noticeable. This is incredibly disappointing.
Does anyone know if there's a reason for this? Is there something Unity developers should do to better optimize their games for iPad3? This seems like a huge step back for Apple. Apple is all about "looking good", but making games perform well doesn't seem to be a top priority with them even though it's the UX that matters and that games are their #1 selling app category. Does Unity 3.5 make a difference in this case? I am still working with 3.4.2, waiting for 3.5 issues to be resolved. I'm wondering if setting the resolution in Player Settings makes much of a difference. I don't detect any.
I reference the following article for detailed info on iPad2/3 CPU/GPU: http://www.tomshardware.com/reviews/ipad-3-benchmark-review,3156-6.html
Here's another article discussing iPad2/3 benchmarks: http://www.iphonehacks.com/2012/03/ipad-3-cpu-and-graphics-performance-compared.html
Thanks.
The SGX543$$anonymous$$P4 should have more horsepower than the SGX543$$anonymous$$P2. But then the iPad3 does have 4x the number of pixels. There is no magic switch that you need to turn on or off. As an experiment turn off any transparency effects, like particle systems and see if that make much difference.
Answer by toptrendz · Aug 11, 2017 at 06:53 AM
I don't think it should be a problem. The reference seems okay but why you are getting the issues in that?
Have you tried for the Samsung Galaxy S9 ?
Answer by moltow · Jul 28, 2017 at 11:26 PM
I made a similar observation a while ago when comparing the iPad 2 (non-retina display) and the iPad mini 2 (which did have a Retina display). I believe Graham is correct when he suggests this is why you're seeing the slowdown.
Having said all that, my problem was specific to UI performance rather than the performance with the game itself (which was a realtime, action, 3D multi-player game). What I found was that if I turned mipmaps off for the sprites I was using for the UI, the performance hit improved significantly. As my UI was not in World Space, there was no need for mipmaps anyway (they were just on from my previous use of the legacy texture settings. This may not relate to your issue, but I thought it was worth mentioning.
Your answer
Follow this Question
Related Questions
GPU spike from RenderTexture.SetActive 0 Answers
Device.present, Overhead, camera.render slowing the fps 0 Answers
Mobile Performance Issues 0 Answers
Moto G4 Plus bad performance with OpenGL ES 3.1 1 Answer
3D Optimization Problem 1 Answer