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Question by DjRaffa93 · Sep 27, 2013 at 07:40 AM · androidmobilegraphicsperformancerenderer

What's wrong? Heavy game for Mobile ?

I try the game on my phone I think is quite light, but apparently I do not do something well. I have followed some guidelines unity but it did not do anything, what should I improve?

The Game Stats when play :

 FPS : 390/420 (2,5ms)
 Draw Calls: 450/500
 Saved By Batching : 20 / 30
 Tris : 210k
 Verts : 115/123k
 Used Textures 23 - 0,7 MB
 Render Textures: 2 - 2,5MB switches : 0
 VRamUsage : 5,5 MB to 9,3 MB (of 0,99 GB)
 VBO Total 310/330 - 3,8 MB
 Shadow Casters : 0
 Visible Skinned Meshes : 1
 Animations : 1


Help Me Plz

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Answer by tanoshimi · Sep 27, 2013 at 07:51 AM

I suggest you read:

  • http://docs.unity3d.com/Documentation/Manual/OptimizingGraphicsPerformance.html

  • http://docs.unity3d.com/Documentation/Manual/iphone-PracticalGuide.html

which explains possible bottlenecks and solutions.

You may think your game is quite "light", but it exceeds several of the recommended mobile guidelines, e.g.: "not more than several hundred draw calls", "not more than 100 thousand vertices". Also consider non-graphics aspects - are you making use of lots of physics, for example?

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avatar image DjRaffa93 · Sep 27, 2013 at 07:57 AM 0
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Also consider non-graphics aspects - are you making use of lots of physics, for example?

how can i ?

avatar image tanoshimi · Sep 27, 2013 at 08:58 AM 0
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Lots of rigidbodies, collision-tests, forces etc. requires more calculations, so more taxing on a mobile processor.

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