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Question by Neurus_Ex · Oct 07, 2013 at 12:06 PM · performancewindowsmac

Framerate differences between Windows and Mac

I asked a similar question some months ago (Which went unanswered), and haven't got time since to work further in the problem, so I'm gonna try it again, with more specific data.

I got a small project in Unity: Several assets created in sketchup, some scripts around, cameras moving, animations, blah blah. It's some kind of "3D menu". Somekind of "learning" project.

The problem is, if I run the application in a Windows machine (Right now, I'm working on a HP Elite Book 8440p), all the animations run smooth as a baby's cheek. If I try to do the same on a Mac machine (A Mac Mini), the framerate just drops to the "oh my God, what are you doing" frontier.

There is no difference between the project used in the Mac and the Windows machine, nor the Unity version. Originally I thought it had something to do with mesh colliders appearing suddenly in all the assets (Which is other "problem" I think I have), but right now I'm clueless, as the same project works differently in the two machines.

Any idea?

EDIT: Almost forgot: The original problem came when trying to deploy to an iPad mini. I didn't developed the application originally in Mac, but in the Windows machine.

EDIT (2): Just to be sure of the capabilities of the mac mini I tested the Angry Bots demo in it and works perfectly. I've had really messed something up there...

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Answer by $$anonymous$$ · Oct 07, 2013 at 02:37 PM

Well I know you say the Angry Bot's Demo runs great, but exactly how have you published your quality settings? Is there something that the mac mini doesn't like?

It will be hardware related, try playing around with the quality settings of the build see where it might be causing issues, (Create multiple with different settings). E.g. VBL (Vsync) AA etc. etc.

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avatar image Neurus_Ex · Oct 08, 2013 at 07:51 AM 0
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Can really be hardware related? I have trouble in all the mac machines (mac book pro, mac $$anonymous$$i, iPad), and haven't event seen the documentation for creating or configuring quality settings.

avatar image $$anonymous$$ · Oct 11, 2013 at 01:08 AM 0
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Well I guess I was being way to general with hardware related, it could be a multitude of things.. OSX is a completely different OS and it's interaction with hardware will be different.

Look through the following..

http://docs.unity3d.com/Documentation/Components/class-QualitySettings.html

avatar image Neurus_Ex · Oct 11, 2013 at 10:50 AM 0
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I've tried creating a build and running it with the lower quality settings and the framerate stills being too low (Tried to run it at 1024x768 and 640x480). The article you linked doesn't seem to be much related, as the quality options for windows and osx are in the same column (Standalone) and I have already almost all of them in "low/disabled" ($$anonymous$$ost of them disabled for being Unity Free). I reduced the texture size but nothing improved.

:(

avatar image $$anonymous$$ · Oct 11, 2013 at 12:37 PM 0
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Did you play around with VBL (Vsync) etc.. I had choppy framerates too and it was caused by quality settings and FixedUp:

http://answers.unity3d.com/questions/550691/game-stutter-on-movement.html

$$anonymous$$y game ran poorly on both platforms, now it only runs poorly on laptops :), You really need to look at all optimisation settings and find out which one the $$anonymous$$ac's (Other platforms)are tripping up on. $$anonymous$$ake sure you don't have any errors in your console at run and make sure you account for hardware differences between platforms.. It could be down to many things:

What shaders are you using? Some of them crash systems I've done it.

Have you got the stats from from the $$anonymous$$ac? tried adding a FPS counter to your dev build? There's a lot you can do to tweak I'll be spending months at the end of my game dev cycle to optimise it..

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Answer by Einavkip · Dec 19, 2018 at 11:26 AM

If you render and use GPU, it might be helpful for you https://docs.unity3d.com/Manual/SL-PlatformDifferences.html

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