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Huge "Device.Present" performance hit in profiler
Hello. We're trying to optimize our game on android, but we've come across something that nobody seems to have an answer for. Device.Present seems to be the cause of more than 50% CPU time on Android according to the Unity profiler. We're getting about 18 FPS on the Samsung Galaxy SIII. We need to improve this to ~40 at least.
Many other people reported this being an issue, but found alternate solutions. In our case:
V-Sync is off
Device.Present is not caused by the profiler itself (same fps with release build as dev build)
What is the cause of this huge hit to performance? What does "Device.Present" represent in this case?
Thanks in advance!
Seeing a similar issue on low end Android devices. $$anonymous$$y draw calls and object counts/tex memory are all very low... but I'm getting over 100ms in Device.Present all the time. I'm thinking it might be fill rate with too much alpha, although I'm using all the mobile optimized shaders. Wish we could get inside that profiler grouping more
$$anonymous$$y game is 2d, but I discovered the problem. Using new UI I create a diferrent menus and when I show a $$anonymous$$Enu I dont SetActive(false) the other menus and that increase my drawcall. I think the profiler need improve to show better information
I've made an experiment and discovered that new lightmap system drops fps from 30+ to 5-12 on old devices. I'll try today with new Unity 5.0.0.p3, maybe this issue was related to incorrect compression or OpenGL3.0 which seems fixed in 5.0.0.p3.
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