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 /
avatar image
0
Question by furibaito · Apr 23, 2015 at 03:12 PM · androidfpsmobileperformancecoroutine

Is changing 60 FPS into 30 FPS affects time in coroutines?

Hello, I'm currently developing a game for Android but unfortunately since the graphics is a bit flashy, even after tons of optimizations I could not reach a stable 60 FPS in my mediocore phone. Usually ranges to around 40-50 FPS.

So I decided to lower the the target framerate to 30, but before I do that, I have to ask if lowering framerate affects the time and coroutines?

I think yield return new WaitForSeconds(4); would be the same. But how about yield return null ? If I use a loop like :

for (int i = 0; i < 60; i++) { yield return null; }

takes 1 second to complete? Or it is now takes 2 second to complete in 30 FPS?

Also another question, sorry : Is it worth lowering graphical effects for 60 FPS in mobile? Thanks in advance!

Comment
Add comment · Show 2
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 cariaga · Apr 23, 2015 at 07:09 PM 0
Share

i think this article will put you in the right track coroutine and Framerate

avatar image furibaito · Apr 24, 2015 at 03:10 AM 0
Share

Hey, thanks for the article. Now I'm sure that WaitForSeconds won't change if I set my game FPS to 30. From the thread you posted, maybe I'll lose 0.0X second in precision but it's not big deal.

But for (int i = 0; i < 60; i++) { yield return null; } would takes 2 seconds in 30 FPS then? If that's so I have to rework many of my scripts :(

0 Replies

· Add your reply
  • Sort: 

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

FPS of up-to-date action game on mobile devices? 60 vs 30 FPS? 0 Answers

android game slower on pc than on mobile 3 Answers

Is using ragdolls practical on mobile devices? 1 Answer

Bad Performance on Mobile. 0 Answers

Why is there a performance discrepancy between LG G4 and iPhone 6s 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