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Different render stats in profiler between Unity Editor and distant Android device
I have a Unity scene targetting an Android device in VR mode that I am trying to optimize using the profiler. I read here that the scene should have less than 100 total draw calls (50 per eye) and 600k total vertices (300k per eye).
Now in the Unity editor, profiling my scene gives me this following rendering stats: about 80 draw calls and 30k vertices. However when I profile distantly the resulting android app , those numbers are way higher... : about 240 draw calls and 80k vertices.
I think the vertex number might be doubled because one image is rendered for each eye, but why is the draw calls number so different? (In both scenarios the camera is looking in the same direction).
Here are the profiler screenshots:
Profiling of the scene in Unity Editor
Profiling of the scene in Android