Armv7 slower than Armv6?

When I build my project with Target Platform set to armv6, my app runs at 30 FPS.
When I build it with Target Platform set to Universal armv6+armv7 it runs at 15 FPS.

This is for an iPad only app. The iPad has an armv7 CPU, right?

I’m worried that Apple won’t let me publish an iPad only app built for armv6 at some point in the future.
And Unity doesn’t have an option for armv7 only builds yet.

Does anyone have an idea why it could run slower when built for armv7?

The ipad has an ARMV7 cpu right, but that does not make it slower, it makes it faster actually (cause the armv6 code is expecting a VFP unit which armv7 cpus don’t have, VFP code is emulated on the cpu itself, which results in the cpu becoming “as slow as a same clocked armv6 cpu” more or less)

There are two things that are likely impacting here:

  1. Did you set the resolution in player settings to HD? if so it has to render 5.2 times the pixels :wink:
  2. Did you ensure to disable the OpenGL ES 2.0 support through the corresponding define in the xcode project (appcontroller)? Cause ES 2.0 at the time is slower to much slower than opengl 1.1 targeting and by using the define you can use armv7 while still getting ogl es 1.1 performance benefits

Thanks for the response.

  1. Resolution is set to Native.

  2. Aha. This could be it! How do I disable OpenGL ES 2.0?

Never mind I found it.

I set #define USE_OPENGLES20_IF_AVAILABLE in Implementation Files/AppController.mm to 0. And now my app runs at 30 FPS again.

Thank you! :smile:

In AppController.mm, replace
#define USE_OPENGLES20_IF_AVAILABLE 1
with
#define USE_OPENGLES20_IF_AVAILABLE 0

its right after the starting comments in the file

EDIT: Too late :smile:
glad its working up on speed again :slight_smile:

Thanks again!