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Any idea why such poor performance ?
greetings. By the chart above, do you guys have any idea why I get cca 3 fps on the ipad 3 iphone 4 and about 12 on the iphone 4s
very much obliged if anyone can give me some insight here
kind regards
I'm guessing the 66 draw calls might have something to do with it. Not sure what things are shown on the screen but you should try to reduce that. You could try Draw Call Batching
I agree with Eric. $$anonymous$$ost of the stuff I read on mobile optimization, says start reducing draw calls when they are above 100, right ?
It depends on what device you're talking about; recent devices can do much more than 100 before it becomes a problem.
Answer by meat5000 · Dec 03, 2013 at 05:44 PM
Do you have heavy physics? Routines in Update which should be in FixedUpdate? Or heavy FixedUpdate routines?
Adjust Fixed Timestep, Iteration Solver Count and Max Allowed Timestep.
Don't nest for loops if you can help it. Avoid while loops.
thank you for the responses meat5000 and thaiscorpion.
I will look into Draw Call Batching. And most of the stuff you mentioned meat, I am already doing.
when checking the analyser tool, I conclude that CPU is the bottleneck, most other hardware is at 35-40% usage max. And 55% of whole CPU drain is by F$$anonymous$$OD !!
I have to be doing something wrong with sound, or is it normal ?? Are there any donts when handling sound ? I have 22khz mp3s, compressed in memory and NOT on load as alot of people say is very inefficient.
Compressed in memory means that it must be decompressed to play. This might be the cause of your 55% if you use a lot of sounds. On load will require more RA$$anonymous$$ but will save you a lot on CPU. Try disabling 3D sounds, this is very intensive.
Also, check this out
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