Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
This post has been wikified, any user with enough reputation can edit it.
avatar image
3
Question by FLy · Aug 27, 2010 at 02:11 PM · textureiphoneperformanceframerateipad

Low frame rate with only one texture on iPad

I have only one big texture(1024x1024) with Diffuse material, without any scripts, and my frame rate is 19. When I am trying to add on scene 2-3 other texture(some of them with alpha chanel, and iPhone/transparent/vertex color shader on material) frame rate drops to 10. Dont know how to fix this. Sure it drops only on iPad, on Mac it works perfect.

P.S. Frame rate drops only on Unity 3.0, on Unity iPhone 1.7 it works great.

Comment
Add comment · Show 4
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image equalsequals · Aug 27, 2010 at 02:41 PM 0
Share

Are you applying the material to Unity primitive geometry or a custom imported mesh?

avatar image FLy · Aug 27, 2010 at 10:25 PM 0
Share

I am using plane

avatar image jmcclure · Sep 27, 2010 at 07:22 PM 0
Share

I"m having this problem too - also in Unity 3.0, with a single quad on screen. It happens regardless of the texture size I use. In fact, applying a material with no texture still causes my framerate to drop to 19. It only happens on the iPad or iPad simulator, iPhone and all other platforms run smoothly.

I wrote up a bug and submitted a simple example project to Unity and I'm hoping for the best.

avatar image jmcclure · Sep 27, 2010 at 07:23 PM 0
Share

Oh - the performance gets progressively worse as the quad covers more of the screen (view frustum). Once it covers the whole screen, I hit 19 FPS. Again, this is with a single quad with a basic diffuse material and no texture.

4 Replies

· Add your reply
  • Sort: 
avatar image
4
Wiki

Answer by jtbentley · Aug 29, 2010 at 02:13 AM

The problem is most likely OpenGL ES 2 shaders being used. Build only for arm6 archiecture in xcode, or in your player settings, turn OFF OpenGL ES 2.0 compliant shaders. Unless you're quite the shader nerd, you're better off avoiding opengl 2.0 :)

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image jmcclure · Sep 28, 2010 at 10:30 PM 0
Share

This fixed the issue for me, but only on the hardware iPad (which caused much confusion and frustation before I decided to skip the simulator build). No matter what build configuration I used, the simulator always had the performance problem - so there may be a bug where the simulator uses OpenGL ES 2.0 no matter what.

avatar image Gabriel 1 · Oct 13, 2010 at 07:56 PM 0
Share

The simulator will always perform very differently than the hardware. You can not use the Simulator to judge performance in any way. Just use it to test if things are working then test on hardware for speed.

avatar image
0
Wiki

Answer by Toxic Blob · Mar 09, 2011 at 05:48 PM

I've found that for backgrounds, rather than using one large sprite it's more efficient to use a single GUITexture. Changing my background sprite to a GUITexture increased my frame rate from double digets to triple digets.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image jogo13 · Jan 12, 2013 at 12:01 AM 0
Share

How did you keep the guitexture 'behind' the game?

avatar image
0

Answer by ultimatearcade · Feb 14, 2013 at 12:48 PM

i struggled with this also, until i found this post! http://answers.unity3d.com/questions/9729/how-can-i-display-a-flat-background-2d-image-not-a.html do this instead when setting up a static background image it will not effect the framerate and give you perfect background ... just make sure you follow the final step after the green block (set all the pixel inset values to 0, and set the scale to (1, 1, 1) ) to make sure it fits full screen.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by ArmarageX · Mar 08, 2013 at 03:23 AM

Had a similar problem where using a 1 poly plane as a full screen background... It used to be 512x512 mobile diffuse shader, i even dumbed it down 256 even, and still getting 30fps (aiming for 60fps).

Changed the shader to Mobile/Unlit and it cranked up to 55 FPS...

My guess is that the bigger the object takes up screen space... the more PIXEL LIGHTING CALCULATION takes place (diffuse takes lighting). So im calculating full screen size pixels for my plane... one poly or not one poly..

According to that theory, that would mean if that 1 poly plane took up less screen space... then it would work nice.... But having it display full screen, best be an mobile/UNLIT shader..

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Poor fog performance on the iPad? 2 Answers

Confusing Ipad performance problems - help! 1 Answer

using non-square textures on iphone 3 Answers

Unity iphone - texture upload speed 1 Answer

Is it possible to compress textures per device 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges