Unity 3.0 vs Unity iPhone 1.7 frame rate

Hi,

I have a strage low FPS bug while building with Unity 3.0. I have only one texture on plane(1024x1024 with diffuse) and my fps is 18 on iPad, and I have the same project build with Unity iPhone 1.7 with 10 textures(plus this big one) and my FPS is max!(30), on iPad too. Whats wrong?

probably some crazy shaders? did you try to make it vertex-lit and look if it helps?

is vertex lit expensive in terms of processing? I thought it was one of the least expensive.

It IS cheap. It was like “question”, followed by “suggestion”. Hope noone gets confused (Edited message)

No, only Diffuse

Actually for now Diffuse shader is pretty expensive. Try some cheaper shader.
P.S. Don’t forget that on iPad you have hella of a lot of pixels.

Thanks, the problem was in Diffuse! I put iphone/background shader on material and FPS now is 30! What shaders(beside “background”) is better to use to avoid such things?

the cheaper the better ;-). “mobile” shaders works best, but you can always go for some custom shaders if you need some special effects ;-).

Thanks again!

one thing thats easily forgotten with u3 is that if you set the target to support ogl es2 and didn’t force your lights to be vertex only, you will end in the situation where you have real pixel lights which can make some pretty hefty difference actually depending on the geometry