Hello @byton ,
Just from looking at screenshots I can not tell if this is the same issue or not. Since it is another project, and a more complex one than just 12 cubes (presumably) that would be comparing apples to oranges.
Performance differences between Mac/PC Standalone and mobile can have a whole array of causes, not least of which that the entire GPU architecture is a different one and heat throttling a thing. So, let’s please keep these separated for now until our QA can make a more thorough determination if this is indeed the same issue.
On that note, @byton : please report a bug. The forum is not a bug tracker and reporting/tracking bugs on the forum problematic for a whole bunch of reasons. Your best shot at having your bug fixed in a timely fashion is to fill out a well written bug report with clear reproduction steps.
In your bug report, please do link to this thread and give the bug ID to the potential duplicate 1193733
and then post your bug’s id here as well.
That way QA can make a proper determination and find a reproduction faster , as well as that it provides more info to the devs who are going to fix this later (not me, I work on the Profiler, which is just the messenger here so please don’t shoot me ;)).
I don’t think so. The WaitFor* samples are rather generic and a bad metric to use when searching for a solution or comparable “bugs”. (“Bugs” because more often then not, this is just about the workload being thrown at the GPU)
I’ve seen the bug in the first thread first hand and your screenshots contain info that distinguishes them from that bug. I.e.: No Canvas.BuildBatch and you don’t appear to have anything synch fencing on the first opportunity within the frame (though it’s kind cut off in that screenshot of yours)
The second thread could be related in the sense that maybe you’re just giving the GPU too much work to do. On that note:
For Mobile, you should consider using the mobile shaders instead of the standard shaders. I’m not firm enough with URP to know how it is there, but in the pre-SRP renderer, the standard shaders did not perform great on mobile (once again, different GPU architecture, tilebased-rendering and such).
To drill down deeper on your project, try bulding with the auto connect Profiler option and the GPU profiler module open before you start the game on your phone. Give it some tries. Starting up the GPU profiler is sadly not as stable as we’d like and if no data is comming in, we erroneously assume that it just doesn’t work on your device (we’re working to improve that). If it really doesn’t work, check out RenderDoc and other mobile profilers (E.g. ARM’s tools, in you’re case Qualcomm’s or XCode’s instruments if the same happens on iOS) and use that to determine what is impacting your performance that badly.
Sidenote, also @paradizIsCool : It appears as though QA has a hard time reproducing this on any hardware they found so far, they are still looking to find a Huaweii P8, I’ll make a note that maybe xiaomi redmi note 4 would also have this issue, though an additional bug report would still be far more valuable. If you, @paradizIsCool , can repro this on any other device as well, please reply to the bug to let our QA know.