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Question by dmkaner · Apr 16, 2017 at 05:39 PM · 2d gamerenderingframerate drops

Graphics.PresentAndSync causing large fps drops on mobile Android game

I understand that this question has been asked many times already, but none of the answers have caused any changes to my game. The problem is on a mobile simple 2D game I have created there will be random fps drops. They truly are random, there is no pattern to them. Sometimes the game will run perfectly smooth, other times it will be very choppy, and when there are fps drops there is nothing specific happening in the game that would cause it to happen then and not sometime else. The game uses a large 2D tile map but I have it split up into separate meshes so even when the size is increased or decreased on it the frame rate is not improved so it should not be that. I am also using multiple canvases for my menu system, I am not sure why they would cause a problem but might that be the issue? I have disabled every individual aspect of them game trying to isolate the bug but the frame rate never changes. The only hint to the problem I have is when I connect the device to the profiler it says that Graphics.PresentAndSync is causing the problem. I have tried a lot of different things trying to fix it but nothing has had any impact. I'm pretty lost on what to do, I've spent hours trying to figure out why the game jerks every now and then like this and it is becoming very frustrating, if anyone could provide any help or insight that would be fantastic.

By the way another problem that's shown up is there is a white screen before the splash screen when the game opens, and the splash screen takes a while to load before the game come up, any idea why?

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avatar image hexagonius · Apr 16, 2017 at 09:23 PM 0
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I found this. Do you know this post, or does the accepted answer help?

http://answers.unity3d.com/questions/627156/sigificant-devicepresent-with-vsync-turned-off.html

avatar image dmkaner hexagonius · Apr 17, 2017 at 12:08 AM 0
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Yes I have seen this post, I do not believe the problem here is the profiler because the fps drop occurs whether the profile is relevant to the situation or not

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