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Question by MyOwnCompanyYo · May 25, 2021 at 08:15 AM · performance optimizationmobile devicescpu

Empty scene consuming CPU 25%, heating mobile devices. What to do?

So I have this question/problem. I am working on a project, and I noticed that the more I optimize it, the less performant it becomes. So I've created an empty scene, built the project on iPhone XS, and checked the results in XCode. Results are below, but the main idea is that in an empty scene, where is only a camera and a skybox, the CPU is consuming 25%, the phone is heating, and in memory, I have already loaded 170MB, but it may be because other 2 scenes are also included in the build, but they are not loaded and do not have any references to them.

In the menu scene of my game, I had a lot of stuff, a lot of meshes, and lighting. I optimized it by using a screenshot for the background, a character, and a simple object, thus removing 95% of the assets. Now there are no more than 20k polygons in my scene. I also had a canvas, that wasn't updating, so it wouldn't have cause performance-heavy actions. On iOS devices it was alright, I don't remember if it was heating the phone or not. But on average Android devices, would have 15-20 fps, even though I have almost nothing in my scene. I can't find anything about these problems. By the time I'm writing, the iPhone that I'm testing got from warm to hot, and the energy impact got from High to Very High. alt text

gamescreen.jpg (170.5 kB)
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