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Weird android performance on high-end device
I am making an infinity runner on android, and the code is really simple.
It just spawns the environments with PoolManager one per frame if the number of buildings is lower than the limit.
All the texture is lower than 128x128, and shader is mobile/unlit. I tested on my note2 and s2(and my friends), it runs pretty smooth with 60fps. Then i tested it on my friends s4, s5, mega, it got some random glitches frequently and almost unplayable!
I have been searching and testing all the possible problems for weeks... still no luck on it. I think it might be a problem with OpenGL ES 3.0. related to this thread: http://forum.unity3d.com/threads/glitches-crash-on-opengl-es-3-0-devices-when-built-with-open-gl-es-2-0.215235/
P.S. Unity 5.1.1, using UGUI, it glitches on editor too (but there is no problem if maximize the game window)
Application.targetFrameRate = 60; - tried
Vsync On and Off - tried
Enable/Disable Multithreaded Rendering - tried
Graphic API/Auto/OpenGl Es 2.0 Only/OpenGl Es 3.0 Only - all tried:(
Disable Dynamic Batch - tried
Quality Setting to fastest - tried
Any advice??
Edit: here is a screenshot of the profiler on s5
im still working on it if il find somthing il let you know
i have taked to a guy woth a bit more knowlage about phones. for example my phone is an 8 core it its no under a havy load it will use its 4 weaker cores to run the programe.when the load is heavyer it uses the 4 stronger cores. so its not acual an 8 core but a phone with 2 quad cores. that may explane wy skycastle 2 (benchmark made in unity) doe run in 60 fps on my k3 note. it still is no fix but mabey a push in the right direction.
What's the device's resolution? I'm having a similar issue.
1080*1920 but this problem stays if i force it to lower resolutions.
its an open GL problem. modern devices dont run open gl2 annymore ther run 3.0. unity changed it in unity 5.1 http://blogs.unity3d.com/2015/05/26/dx11-features-on-mobile/ even tho i use unity 5.1 i still have the problem.