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iPhone profiler evaluation
I've read documentations on how to improve game performance during iOS development. I took their advice to mind but still encounter the game I'm developing to lag; with a mix of the audio becoming choppy, to the animation doing repetitive animations. The issue occurs during later levels though when the difficulty gets harder. On the early levels, you can hardly notice the problems surfacing from the game.
Here's also a report from the iPhone profiler during the level where the lag is noticeable
iPhone Unity internal profiler stats:
cpu-player> min: 88.6 max: 138.1 avg: 105.8
cpu-ogles-drv> min: 0.8 max: 5.7 avg: 1.5
cpu-waits-gpu> min: 0.9 max: 10.4 avg: 2.2
msaa-resolve> min: 0.0 max: 0.0 avg: 0.0
frametime> min: 99.3 max: 148.0 avg: 117.3
draw-call #> min: 14 max: 18 avg: 15 | batched: 5
tris #> min: 2834 max: 3634 avg: 3207 | batched: 514
verts #> min: 1770 max: 2254 avg: 1995 | batched: 318
player-detail> physx: 80.4 animation: 0.0 culling 0.0 skinning: 0.0 batching: 0.1 render: 1.3 fixed-update-count: 5 .. 5
mono-scripts> update: 7.6 fixedUpdate: 5.5 coroutines: 7.7
mono-memory> used heap: 1691648 allocated heap: 11882496 max number of collections: 1 collection total duration: 42.0
could anyone help me evaluate these statistics and suggest fields that I could work in to polish the game?
Answer by tatoforever · Oct 18, 2011 at 08:15 AM
I guess you have a hell a lots of physical objects interacting in your game? PhysX is your problem, 80ms is a CPU killer which makes other CPU tasks slower and then finally the GPU is waiting for the CPU.