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Question by thenephalem · Sep 12, 2018 at 03:26 PM · androidfpsprofilergpu

Steady FPS on Android. How can I achieve it? Profile analysis.

Greetings,

I am really trying to build my first game on Android and I am still kind of new to Unity. I don't really understand the profiler's data. I want to achieve steady fps (60 is ofc desired) but so far without any luck. It seems to me that no matter what I do, I am always getting this spiking fps. Here are the measures that I have taken so far:

  • 1.Reduce the Resolution of the textures to a minimum.

  • 2.Don't use any lights.

  • 3.Decrease vertex count. Now is about 7k in the scene.

    1. I am using the Lightweight Pipeline and the Unlit shader.

  • 5.No postprocessing stuff.

I will be forever grateful if someone can help me with this problem. I have invested so much time by now without any progression.

PS. If you need further info, I will be happy to provide.![alt text][1]


UPDATE: In order to cap the fps I disabled V-Sync (strange I know). But turning on vsync did not cap anything at all on android. (It was giving me an approximation not hard values). After disabling vsync I set Application.targetFrameRate to desired value in update method. [1]: /storage/temp/124432-profilertimeline.png

profilertimeline.png (236.7 kB)
profiler.png (195.7 kB)
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avatar image m0guz · Sep 12, 2018 at 03:50 PM 0
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I presume your game is 3D, try OcclusionCulling to improve performance. I must mention, Developer Build will be slow, production build may give more stable FPS. You can useFrameDebugger to check what object causes that spike.

avatar image thenephalem m0guz · Sep 12, 2018 at 05:01 PM 0
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Hi and thank you for the reply.

I have tried it already. $$anonymous$$y batches are not that much nor are my vertices. It does not make a difference when I used it. The problem is that I cannot really use OcclusionCulling since some of my objects are spawned dynamically and "at random". Therefore, I cannot bake the scene. Is there a way to see in the FrameDebugger which assets is taking the most ms to render?

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Answer by JVene · Sep 12, 2018 at 06:25 PM

Try visiting player settings->resolution and presentation, turn off the 32 bit display buffer - see if that impact anything.

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avatar image thenephalem · Sep 12, 2018 at 07:33 PM 0
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Hello and thank you,

I have done that before and left it unchecked. Still not working. Why am I getting more than 60 fps on mobile? Isn't it capped 60?

avatar image JVene thenephalem · Sep 12, 2018 at 10:31 PM 1
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On iPhone, the operating system will not accept anything but a synchronized output, but on Android you can disable and enable vsync, so while it can be capped at 60, that's only if vsync is enabled.


I assume this is a device, not an emulator. What is the device specs (GPU, Android version, RA$$anonymous$$, CPU & speed). Can you try other devices?


If other devices aren't an option, there's one good alternative to try, called "$$anonymous$$emu". "$$anonymous$$emu" is a free download of an Android virtual machine for Windows (not sure, could be a $$anonymous$$ac version), but it has one clear advantage over all other virtual machines, it supports OpenGL ES 3.0 (the AVD's and all other Android V$$anonymous$$'s I know of are either software graphics or limited to OpenGL ES 2.0). Try $$anonymous$$emu as an alternative to see how different your results might be. Depending on your hardware, the performance can be wildly beyond a phone, but (for example the integrated GPU on Intel) some are similar to a high end phone.

avatar image thenephalem JVene · Sep 12, 2018 at 11:03 PM 0
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Hey JVene and thank you for the efforts,

I am using Galaxy S4 as my test device. I am trying to make it run smooth on that device (at least acceptable).

Even after I enable Every V Blank the device is not capped as you can see in the pictures at 60 fps. It is really funny because even If I make my scene as tiny as possible and remove all fancy shaders and leave the unlit ones I am still not able to get constant 60 fps.

I am starting to think that it is a version bug but I find it really sad that I must downgrade the version to old ones and miss some of the good stuff in the new versions. I have always tried to make easy the performance (low vertex count, no fancy shaders, I am not even using Light at the moment and other things). But unfortunately I did not good results. It is kind of demotivating at this point.

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