OnDemandRendering Slowing Down Both GPU and CPU on Android 14 – Unexpected Behavior?

Hello Unity Community,

I’ve encountered an issue after targeting Android 14 for my project using Unity. I am utilizing OnDemandRendering to reduce the GPU workload by lowering the render frame rate, which should ideally only affect the graphics rendering performance. However, after switching to Android 14, I’ve observed a significant drop in CPU performance as well. This is causing slower gameplay logic, especially in scenarios where monsters are spawned and processed, leading to much slower monster hunting speeds.

Interestingly, I don’t face this issue on iOS. On iOS devices, the render frame rate is reduced as expected, with no noticeable impact on CPU performance. This suggests that the problem might be related specifically to Android 14.

From my understanding, OnDemandRendering is designed to lower only the GPU frame rate without affecting the CPU. The behavior I am experiencing seems unintended and is severely impacting the overall game performance.

Has anyone else experienced similar issues with OnDemandRendering after switching to Android 14? Could this be a bug or a compatibility issue between Unity and Android 14? Any insights or potential solutions would be greatly appreciated.

Thank you!

1 Like

I have the same problem, but I didn’t try to set any other Android API level. My minimum Android API level is set to 6.0 but the same problem is present. Or do you mean another setting?

You can find a bunch more issues with OnDemandRendering here:

Yeah, OnDemandRendering is broken on Android. I recommend filing a bug report for this otherwise there’s 0 chance they’ll ever fix it. Other issues are for all Android api levels. I wouldn’t be surprised if more bugs pop out, maybe crashes and anr’s difficult to perceive given the state of abandonment of this api.