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Question by Russel · Feb 25, 2013 at 09:01 AM · androidfpsresolutionframeratescreensize

Why is the Motorola Xoom (Dual Core) slower than the Samsung Galaxy S (Single Core)?

Why is the Motorola Xoom (Dual Core) framerate (an average of 20 fps) lower than the Samsung Galaxy S (Single Core) framerate (an average of 31 fps) in my Unity3D-Application? It has to do with the resolution and the size of the display? Is there a setting in Unity, where can I fix this?

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Answer by Graham-Dunnett · Feb 25, 2013 at 10:13 AM

Use the built in profiler, described here:

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

This should help you work out if you are CPU bound or GPU bound. If you are GPU bound, then yes, it is probably because of the number of pixels that the devices have to render. There's no "setting" that you can tweak. Instead either draw fewer pixels or change the shaders that you use to make them less expensive.

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Answer by Russel · Feb 25, 2013 at 03:34 PM

Here are also some information:

http://stackoverflow.com/questions/9289762/low-fps-on-some-android-devices http://forum.unity3d.com/threads/88137-Android-Tegra-2-performances-slower-than-iPad

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