Android Graphics.PresentAndSync
Hello, currently my application is suffering from spikes of Graphics.PresentAndSync. The gameplay has object spawning on an outer ring and moving towards the center. Once they reach the center they are deactivated for re-pooling. When i first start the application everything runs smoothly, however over time the movement becomes choppy. Profiling I am seeing spikes every few frames, and it is jumping from 60 frames per second to 30. If I navigate away from the game and come back, when i come back it resumes being smooth but gets choppy again. I have tried vsync on, vsync off. Disabling many things, like shadows etc. It should be a fairly simple scene with just a little ui, and some sprites. I am at a loss for what could be the problem. Any advice for what to do when graphics.PresentAndSync is appearing in profiler? One thing I have notices is it looks less choppy if I spam and instantiate a bunch of the moving objects whenever i click on the screen. These debug objects arnt pooled. Its like the more work im making the cpu do, the better it performs, which is the opposite of what i think should happen.
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