Hi Everybody,
I’m building an Android game and I’m very busy with optimizing (making a texture atlas, reduces meshes, etc.).
When I run the stats in Unity I get this:
Graphics: 59.7 FPS(16.8ms)
Main Thread: 15.5ms
Renderer: 0.5ms
Draw Calls: 27
Batched: 41
Tris: 3.4k
Verts: 2.6k
Used Textures: 10 - 25.5 MB
Render Textures: 0 - 0 B
Switches: 0
Screen: 1508x614 - 10.6 MB
VRAM usage: 10.6 MB to 36.5 MB (of 0.83 GB)
VBO Total: 150 - 398.9 KB
Shadow Casters: 0
Visible Skinned Meshes: 0
Animations: 0
I have a Galaxy Note 10.1 tablet and a HTC One V smartphone (CPU speed 1GHz, Memory 4GB, RAM 512MB).
When I play the game on the Galaxy, it all works very good and smooth.
When I play it on the HTC it’s not very smooth but a little choppy.
Is my game not optimized enough or is the HTC old and to slow?
I think the statistics are not very bad, right?
Shouldn’t this be in the android forum ?
I’d try and reduce your draw calls by merging some meshes and reduce the amount of textures a bit.
Our game has
14k Tris
10 draw calls
8-6.5mb textures and runs smoothly on most devices.
Draw calls is not the problem in here for sure. My game runs 60FPS with 450 draw calls. I think Main Thread is a problem here, try optimising your scripts.
You get 60fps with 450 draw calls on an Android device?!
I mean draw call count does not say anything. Your 1 draw call can take longer to draw than the other 100 it just depends on complexity of the draw call.
Thanks for reply.
My texture atlas is pretty good but I think my scripts can be better.
Is it right that a lot of colliders also slow down the game?
Have a rea dof this
http://www.cratesmith.com/archives/183
This all applies to android. Section three concerns draw calls, but the rest is also relevant.