Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 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 /
avatar image
0
Question by Ed · Aug 04, 2011 at 08:26 PM · iosrenderingiphoneprofiler

Negative Render Time for iPhone Internal Profiler

A project we're working on was performing badly on the main menu system on the iPhone 4, and I was trying to use the internal profiler to determine what the issue was.

The number of draw calls and verts/tris was very low but the performance was poor compared to the 3GS. To make matters stranger, the amount of time the internal profiler claimed it was spending on rendering was a negative value.

Here's an excerpt from when the negative time was . . . lowest?

 ----------------------------------------
 iPhone Unity internal profiler stats:
 cpu-player>    min:  2.8   max: 25.3   avg:  4.7
 cpu-ogles-drv> min:  0.6   max:  5.4   avg:  0.9
 cpu-waits-gpu> min: 24.1   max: 63.4   avg: 47.3
  msaa-resolve> min:  0.0   max:  0.0   avg:  0.0
 frametime>     min: 33.2   max: 70.4   avg: 55.0
 draw-call #>   min:  10    max:  12    avg:  11     | batched:    12
 tris #>        min:    24  max:    96  avg:    80   | batched:    63
 verts #>       min:    48  max:   192  avg:   161   | batched:   127
 player-detail> physx:  0.7 animation:  0.0 culling  0.0 skinning:  0.0
 batching:  0.1 render: -45.6 fixed-update-count: 1 .. 4
 mono-scripts>  update:  1.4   fixedUpdate:  0.0 coroutines:  0.5
 mono-memory>   used heap: 2445312 allocated heap: 2801664  max number
 of collections: 0 collection total duration:  0.0
 ----------------------------------------
 iPhone Unity internal profiler stats:
 cpu-player>    min:  2.8   max:  6.8   avg:  3.1
 cpu-ogles-drv> min:  0.7   max:  4.6   avg:  0.8
 cpu-waits-gpu> min: 41.8   max: 63.4   avg: 52.4
  msaa-resolve> min:  0.0   max:  0.0   avg:  0.0
 frametime>     min: 47.5   max: 69.2   avg: 58.3
 draw-call #>   min:  12    max:  12    avg:  12     | batched:    14
 tris #>        min:    96  max:    96  avg:    96   | batched:    82
 verts #>       min:   192  max:   192  avg:   192   | batched:   164
 player-detail> physx:  0.3 animation:  0.0 culling  0.0 skinning:  0.0
 batching:  0.1 render: -50.9 fixed-update-count: 2 .. 4
 mono-scripts>  update:  0.4   fixedUpdate:  0.0 coroutines:  0.5
 mono-memory>   used heap: 2445312 allocated heap: 2801664  max number
 of collections: 0 collection total duration:  0.0
 ----------------------------------------
 iPhone Unity internal profiler stats:
 cpu-player>    min:  2.8   max: 21.2   avg:  4.4
 cpu-ogles-drv> min:  0.7   max:  3.3   avg:  0.8
 cpu-waits-gpu> min: 26.1   max: 64.1   avg: 50.1
  msaa-resolve> min:  0.0   max:  0.0   avg:  0.0
 frametime>     min: 46.3   max: 70.3   avg: 57.2
 draw-call #>   min:  11    max:  12    avg:  11     | batched:    12
 tris #>        min:    36  max:    96  avg:    85   | batched:    68
 verts #>       min:    72  max:   192  avg:   170   | batched:   137
 player-detail> physx:  0.6 animation:  0.0 culling  0.0 skinning:  0.0
 batching:  0.1 render: -48.3 fixed-update-count: 2 .. 4
 mono-scripts>  update:  1.1   fixedUpdate:  0.0 coroutines:  0.5
 mono-memory>   used heap: 2457600 allocated heap: 2801664  max number
 of collections: 0 collection total duration:  0.0
 ----------------------------------------

The only thing being rendered was a series of EZGUI panels and buttons. Any help figuring out what is going on with either the profiler or the game would be greatly appreciated.

Comment
Add comment
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

2 Replies

· Add your reply
  • Sort: 
avatar image
0

Answer by Orat · Aug 18, 2011 at 12:13 AM

I can't speak as to the negative render time (very odd), but the fact that you're having the problem on iPhone 4 and not 3GS tells me this is almost certainly a fillrate issue. Try getting the latest beta of EZ GUI which has a faster version of the transparent shader, or just use the built-in shader under Mobile/Particles/Alpha Blended. That may speed things up a lot. If not, then it sounds like you may be having overdraw: drawing over the same parts of the screen multiple times, eating up your fillrate. In that case, all I can recommend is trying to do less of that, such as by combining elements into a single image. Also, if you have any 100% opaque elements, put those on a separate atlas/material and use an unlit diffuse 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
avatar image
0

Answer by vonchor · Aug 29, 2012 at 06:06 PM

could also be that you have switched into opengl es 2. That will wreak havoc and you can disable it in AppController.mm (you do this from within xcode and you have to remember to check it). IIRC fixed function shaders are emulated (or something like that) in Opengles2 and it's slow slow slow.

I ran into this because I am running ipad only which means settings have to be for ARMV7 which can get you into opengl es 2 mode. If you have ipad only app and use arm6+7 apple will reject you from app store.

don't know why the appcontroller.mm has http on it, i didnt do that

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

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

How to accelerate and improve the rendering on iPhone ? 0 Answers

Object leaves an imprint of its shape in the starting position on iOS. 0 Answers

Game runs smoother when profiling on an iPad 2/iPhone 4s, sluggish otherwise 0 Answers

Spikes on iPhone3/4 every other minute. Any ideas how to find out why and/or get rid of them? 1 Answer

Weird iPad render bug 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