5.3 Android SG6 Framerate Dropped Significantly

My game is very low poly, all vertex colored, one shader, averages about 50 draw calls.

With 5.2.3 my Galaxy S6 would get a very high frame rate 60+, now I’m getting 15 FPS on average?

The Profiler tells me Camera.Render takes 2ms on average, so what on earth has made the performance tank so much?

I had 5.1.3f with Samsung S4, and I just upgraded to 5.3.0 with low poly. We were averaging around 33 fps, now we are also getting 15 fps on average too! No changes were done, I just upgraded and ran and huge fps drop, some serious regression going on here!

Can someone with a good repro please file a bug on this? And if possible include both projects, one 5.2 version and one for 5.3? Or just the 5.2 version if the project upgrades cleanly to 5.3.

Spending all my time trying to get round this issue at the moment; so will try to put in some decent bug reports asap.

Awesome! Thank you!

We had a similar problem with the 5.3 version. What worked was to uncheck Auto Graphics API from Android player settings and just leave OpenGLES2 and OpenGLES3 in the Graphics APIs list. Nice FPS and no pink screens.

@Brickush how did you order the graphic apis? Did you put ES 2.0 before ES 3.0?

I also submitted a bug report just now. I tried the Graphics API thing on an earlier version 5.1.3f and that didn’t change anything so I left it. I literally removed the ES 3.0 option and it fps stayed the same on my device.

I submitted a bug report too. Have tried just about everything! Some settings changes simply make a different item on the profiler take up 40%-80% of the CPU. Usually SpriteRenderer.Render, Device.Present, or Present.BlitToCurrentFB, whatever that means…
Either way, the exact same setup gives me a rock solid 60fps on an iPhone 5, whereas I am hilariously getting as low as 1fps on a Samsung S6!

Same here. Nexus 7, stable 60fps with Unity 5.1, 5.2, 5.2.3p2. Now 30-45 fps with drops to as low as 15 fps. Nothing changed. Just opened project with 5.3 and downloaded.

From another thread:

“Our android build was 60 FPS using Unity 5.3.0f2, but we dropped below 30 after updating to the official release 5.3.0f4.
After some testing we’ve managed to get back to our original frame rate by disabling the OpenGL ES3 so only OpenGL ES2 is being used”

This indeed did also fix our framerate problem, back to stable 60 fps.

I am also experiencing this issue. (haven’t tried the workarounds suggested here yet).
on 5.2 my game was running around 50fps. on 5.3 its around 20-30. (Android 5.1, Meizu MX4)

I did not know that mattered! We have ES2 then ES3.

We have identified one performance regression that hits some GPUs. One thing that is affected is dynamic batching among other things. Switching to ES 2 could help on some devices because the GL extension that is causing the regression is not present on all devices. We have a fix for the problem which is being tested by QA now.

If any of you have submitted bugs with repro cases please post the case number here so we can confirm there is not some other issue that is also causing regressions.

Case 752206

Just to add one more post to the crowd. I also experienced a massive frame drop down on Kindle and Samsung devices and by removing ES3 support in the Player Settings, it went back to normal (60fps).

-act

unchecked Auto Graphics API from Android player settings as suggested above and it improved framerates for me on galaxy s5. 5.2 is still faster however.

The case number I submitted with this issue is 752100.
Unfortunately, removing ES3 doesn’t seem to make much of a difference to my project.

If I read the case description correctly this is not about a performance regression since Unity 5.3 but general bad performance, e.g. compared to iOS, right?