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Question by AnupamSahu · Aug 17, 2017 at 05:13 AM · android buildlagshadowperformance optimizationrealtime-shadows

Dynamic shadows decrease performance in android.

I tested the sample assets project on my mid-range Motorola (adreno 306), and the game ran with a very low frame rate, although it ran very smoothly on my friend's device (Snapdragon 625, adreno 506) No matter how many objects are present in the scene, as soon as i turn on realtime shadows for the directional light, fps drops to 6-10.

ps : api - opengl es 2.0

android 6.0.1

unity 2017.1

vsync off, shadow quality - medium (changing this doesn't do anything) shadow Cascades - 0 shadow distance - 50

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Answer by Igor_Vasiak · Aug 17, 2017 at 07:12 PM

Try not to use those shadows if possible. Test Unity's Post Processing Stack (PFX), see if it helps.

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avatar image AnupamSahu · Aug 18, 2017 at 10:45 AM 0
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Not use shadows? won't that make the scene look flat?

I have seen many games made with unity for android that have realtime shadows.

And, what does pfx have anything to do with shadows?

avatar image Igor_Vasiak AnupamSahu · Aug 18, 2017 at 03:06 PM 0
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PFX have actually something similar to shadows. But, sorry, you'll need to use at least the worst shadows settings in order for it to work. Like, no Cascades, Hard Shadows Only, etc.

Then, turn on ambient occlusion, pull the Intensity to max, and there is the magic. You don't need realtime shadows.

Also, disable GI Illu$$anonymous$$ation and GI Baked Illu$$anonymous$$ation at Lightning Settings. They consume GPU, CPU and RA$$anonymous$$. It might help.

Sorry for the lack of content on my answer, hope that now it gets clear.

avatar image AnupamSahu Igor_Vasiak · Aug 18, 2017 at 04:20 PM 0
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Thank you, i will try this, but i think its just a bug in unity or compatibility issue with my phone, because no matter how many shadows are rendered(1 or 10) the fps drop is same.. and the same scene with shadows and AA runs at 60 fps on an adreno 506. thanks anyway.

another thing about GI, i wont use realtime GI ofcourse but wont baked GI be alright? after all its just a pre rendered texture pasted on the meshes.. ofcourse it would consume RA$$anonymous$$ but, if i keep the res of lightmaps low, wouldn't it help? and baked GI isn't heavy on the GPU right?

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