I was just trying to publish my first game after a couple months (3D) , but I realized that the game is strugling whatever I do. Even if I create the platform which is a only ball jumps on a 2D platform with main player had Simple Lit shader Im getting like 30 - 20 fps (post procces is off either) in my phone . I ve set everything Low, tried realtime and baked lighting both. I get 1100-1000 fps on computer (nvidia 1060 gtx 6gb, ryzen 5 1600 etc.) but on the phone its really annoying (red mi note 7, venus v7 a couple more phones). i ve tried a couple game ideas i come up with everysingle one is like 20-30 fps even they re based on basic physical stuff and no one has complex objects.
I would recommend you to test it on iphone if possible because it doesn’t have specifics between different models as Android devices.
I also recommend you to take a look at this guide: https://docs.unity3d.com/Manual/MobileOptimizationPracticalGuide.html
And i think the most important you have to profile to determine if your app is CPU or GPU bound then narrow down critical parts of the frame where it spends most of the time.
Thank you for sharing your knowledge first of all,
- I am trying to create app for the Google Play so iphone is not that important to me right now but I will try.
-I ve used the profiler there was no any dumb code to force cpu or gpu , there was some spikes which Render Line causes, (Render Camera, Inl Render Camera) but even this, makes PlayerLoop like %35 , 30 nothing else that much forcing the computer.
I think there is no way to use URP on the android, there was a text which unity wrote like “Bloom is mobile-friendly” actually its not, Ive checked a lot of times on the profiler . Bloom creates like 100+ FPS difference to use.
>ZenardX2
Indeed, URP is quite heavy for mobiles. Performance on mi note 7(Snapdragon 660) is lower that expected, but there is no way you can reach 60fps on venus v7(Helio P22).
Did you try to rollback to build in renrerer?
I ve tried with 2-3 different mobiles which were quite good models of Xiaomi but fps was not so different so I decided to go and try without URP now Iam creating from 0 again, but yeah I experienced that URP was too heavy for mobiles, as I said; even If I used nothing but a balls jumping, that was heavy either for the mobile.
Don’t forget to switch Gamma color space
Linear is heavy by default
Thanks for sharing that, I remember as gamma but I will check it out!
Also if you’re using Unity 2020.2+ URP is much slower than it used to be even in a build (20%+ performance decrease).
I can confirm this! In our case it is even worse - we’re seeing a 40% performance drop in URP WebGL.
We just switched from 2019.4 to 2020.3. I am unable to pinpoint where this drop is coming from - it is frustrating to see the old build running flawlessy with all fancy stuff on and the new one struggling with even basic effects on medium/low.
actually I realised that after this topic, I made the game from 0 with the lastest version of Unity and it was half fps that I was getting now using older version and its quite better .