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Why Game Frames per second drops to almost zero on SurfacePro?
Hello everybody,
I'm working on a game for surfacePro, using the UWP platform.
The game is developed on Windows 10 and Unity3D. In the editor the Frame rate is ~200fps.
When I build using Visual Studio 2017, and play the build on the standalone, the frame rate drops to ~40fps.
When I sideload and play the game on the SurfacePro the frame rate drops even more, to ~2fps.
I've checked possible solutions, such as make static objects static, and bake lights, and switch to box collider instead of meshCollider.
I use a onMouseDrag() method in 10 scripts. Maybe this makes the fps drop?
Please help.
Are you using the Surface pro for running unity editor? or is in another pc? what do you mean by building using visual studio? visual cant build anything. when running the build it should have much better performance than running in the editor, (the editor itself should be using resources that makes the game slower) are you using adb sideload for something in special? this doesnt look like a performance issue
Answer by Eco-Editor · Jun 13, 2019 at 04:46 PM
Hi @xxmariofer basically when you use UWP, you build the .sln file from unity, then you open and build the .sln file from visual studio and create the .appx also from visual studio. Im a bit surprised you said that so maybe theres another way. I dont use .adb for UWP platform
oh! i am sorry i was reading fast and in my head i was thinking of a standalone build, you can try using the build and run with a development build so you know what part of the code is the one giving you issues, ifn you link a screenshot of the profiler i will be able to help :)
I did a build for standalone for testing. The FPS is great. The UWP is causing the FPS drop.
maybe try this
https://forum.unity.com/threads/uwp-lower-framerate-than-standalone-slower-fps-than-exe.501892/
if you share the profiler of both builds sohuld be easy to figure whats decreasing the fps