hey. im new in this forum.
i have huge problems whit transparent rendering spikes in my project:
project; a simple 2d sidescroller Hillclimb racing like game
on my 1. testdevice (Cat S60 Android 6.1 Cat S60 - Full phone specifications)
the project works just fine no spikes from transparent rendering.
you can see this in the atached CAT_S60 profiler screenshot how it should work.
on my second device a HTC One M8(HTC One (M8) - Full phone specifications)
i have huuuge (10-15 ms) Transparent Render Spikes.
in the 2 screenshots you can see the spike-screenshot from profiler
and a “normal” frame in profiler wher no transparent render spike appears.
the 2 frames are in the same second on same scene.
i read a lot and try even more to solve this problem!
i reduce my rendertime a lot allready, i have around 20 batches/frame
- gles 2.0 vs 3.0 > no major difference
- try all sorts of graphics settings. even on ultra low settings whit halfed resolution the spikes appears
- not moving text/images on canvas > almost no impact
- set maximal one guiText per frame > no impact
as u can see the physics usage in % on the CAT_S60 is higher then on the HTC_One
wich means the htc is even faster then the Cat!
i realy dont know what to do or how to research further! pleas help
(sorry for my english)



