when I profile my App (for Android) on a phone (Samsung A5), the “RenderForwardOpaque.Render → Clear” takes about 80% of the resources. Further, those “Clear” occurs in the other scenes too and takes some time (5 - 10 ms), even if the scene is almost empty (one static Camera; Clear flags: solid Color; one UI-Button).
This is acutally my first Unity-Project and I’m not sure whether the performance is good enough. Build on an older mobile device I can hold 30 FPS stable (a higher framerate is for this app not necessary).
According to the profiler information below, do you think this is good enough? What are normal/good CPU/GPU times on a phone (average device)?
(The profiled scene itself has zwo Cameras and contains a lot of UI-Elements/Sprites; only Mobile-Shaders and UI-Default Shader were used)
SetPass Calls :51
Draw Calls: 55
Total Batches: 55
What about this “RenderForwardOpaque.Render → Clear” issue. Does anyone alread had to deal with this or can give me a hint how to approach this problem? After playing more than 15 min, the phone gets a little bit warm too. Could this be the reason for heating up the phone more than other apps do?
I would appreciate any help.
Thanks for your time.