SurfaceView undequed error

Hello,

I’m getting an error I’ve researched a bit but it’s not clear why this should be happening. I see many post about the device camera causing this but I’m not using device camera.

“[SurfaceView] dequeueBuffer: min undequeued buffer count (1) exceeded (de queued=2 undequeuedCount=0)”

I haven’t been deving on Android for long so apologize if this is a trivial known issue.

I’m running Unity3d 4.6 (non Pro) and building to a Samsung Galaxy Tab 4 on MacBook Pro.

The performance of my game on iOS has been pretty good (50fps on ipad2) but on what I thought was reasonable hardware (Galaxy Tab 4) I get 14 fps average.

Draw call at about 60, tris 20k, VRAM usage: 2.9mb - 6.5mb, VBO Total: 46 - 0.6 MB

Any clues what might be going on?

Thanks!

Update: I created an empty project to test. No errors. I then added a terrain. I see a few errors occasionally. I added a character and joystick controls. I see more errors of the same nearly continuously. I then added trees and a few other object and I see the error continuously as in the game but the fps isn’t as low as my full game. Maybe this isn’t the cause of my low fps.

Is it really possible that a Galaxy Tab 4 performs as poorly as an iPad 1 from several years ago?

Did you ever find a fix for this issue? I’ve had this same problem on samsung test tablet for years and really would like to fix it.

Hi mfosati,

Yes the solution was to remove realtime shadows, make all textures be 1/2 texture size, and change camera perspective to lower draw calls and total # of Tri seen by camera. I think I changed a few other things but can’t recall. If you really need more let me know and I will look into it.

In general it seems that this low end Galaxy simply can’t handle the same game quality as a 3 yr old iPad.

It sucks because this is the most common hardware used to play Unity games according to the Unity hardware stats page.