Hello!
I’ve been testing my game for a while on the 520 and it runs fine, but then yesterday I tested on the 930 and it runs way worse, barely playable.
Whay could possibly cause that?
My guess is that the resolution on the 930 is too high (1080) compared to the 520 (480), and it’s GPU cannot handle all the transparency. Does that make sense? Has anyone else been through something similar?
Thanks!
Hi,
Does this only happen on development builds, or on master configuration too? Lumia 930 supports GPU profiling (while Lumia 520 does not), which is enabled in debug and release builds, so that might slow graphics down.
I did not know that, thanks for the info!
Weirdly enough, even when I select Master the game runs laggy all the same. It also shows the FPS counter and other numbers on the corner of the screen, wasn’t that supposed to appear only on debug mode? (development build is ticked off)
Also, I’ve looked on profiles and most of the processing is coming from Mesh.DrawVBO and Mesh.CreateVBO. I’ve looked into it around the forums but found no apparent solution.
That appears when you run the game from the visual studio, rather than manually from the device.
Is that on CPU side or GPU side? That is, is the CPU or GPU taking too long?
Yeah, you’re right, when running from the device the numbers are gone, but the problems still persist.
Profiler says that the device does not support GPU profiling, so all the data I have comes from the CPU Usage tab on the profiler.
I did notice that when I scale something with iTween it gets worse, very choppy, but even when I’m not scaling anything the performance is worse than on 520. The game runs smoothly 60 FPS on android and iOS devices with similar (some with lower) specs than the 930.
After using Screen.SetResolution to force it to 720 the game runs fine 
Thanks for the help!
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I’m glad you’ve solved it. I’m still surprised that 930 is having issues regarding its fill rate.