Inexplicable performance difference in Unity Android
Scenario: I have a simple scene with around 15k tris (depending on where you look), using Legacy Difuse shaders. I run the game on a Galaxy S5. From GSM Arena:
- released 2014, April 
- Chipset Qualcomm MSM8974AC Snapdragon 801 (28 nm) 
- CPU Quad-core 2.5 GHz Krait 400 
- GPU Adreno 330 Getting 50 FPS average - Profiler screenshot  
I run the game on a Lenovo P2. GSM Arena:
- Released 2016, November 
- Chipset Qualcomm MSM8953 Snapdragon 625 (14 nm) 
- CPU Octa-core 2.0 GHz Cortex-A53 
- GPU Adreno 506 Getting 38 FPS average 
Profile screenshot 
What I've tried so far:
- replace the legacy difuse shader with mobile difuse -> both phones gain 10 fps, same performance gap 
- disable auto graphics api and force GLES2 - no difference 
- force GLES3 - no difference 
 Same game, same graphics profiles (preferences), same everything. How is this possible?
Your answer
 
 
              koobas.hobune.stream
koobas.hobune.stream 
                       
                
                       
			     
			 
                