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What is PostLateUpdate.FinishFrameRendering on profiler, and why does it take so much time?
Dear experts,
I am currently developing a mobile 2d game for android. The problem is that when I run the game on my Samsung A50 it does not run smoothly. This is the profile of the CPU:
Can someone give me an advice on what is that process taking so much of my CPU?
Answer by Namey5 · Sep 22, 2020 at 09:01 AM
That means that your game is very heavily GPU bound and the CPU is waiting for it to finish its work for this frame - this could be a number of things, but most definitely down to rendering (too many objects, post-processing, high shader overhead, etc). If you want more detail then you will need to profile the GPU.
Hi Namey5, thanks for the reply that was correct. After many tries I figured out that the problem is caused by my background. Actually I have a background made of many layers in order to achieve infinite parallax scrolling. The problem is that this causes a lot of overdraw. Is there a way to reduce the overdraw problem and keep using the parallax scrolling? Or should I just use a fixed background?
I would say the only real way would be to use opaque/alpha-test shaders where possible, other than that I don't think you can really reduce overdraw without sacrificing some of the layers.
Is this shader option easy to implement? Consider I'm new to Unity, i have just 4 months of experience. Do you have any example or documentation I can read? Anyway thank you very much for the help!
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