URP Android Extreme Spike

Hi friends I hope you are well =) .I am having a performance issue in URP android build .I have a really simple android game with low graphics and details .Yesterday I built my project than I notice that the game was lagging extremly so I build development version apk with profiler .After build I saw PostLateUpdate.FinishFrameRendering β†’ Gfx.WaitForPresentOnGfxThread β†’ Semaphore.WaitForSignal was using nearly %80 of cpu .I pressed home(overview) button of my phone than I returned to game for a few second game runned pretty smooth nearly 60 fps after that it started to lagging (15 20 fps) again .How could I solve this problem .I created great shaders for my gam in urp so I dont want to build my project at standard render pipeline .Thanks =) I builded few times too without making and changes sometimes build worked but after reopening game its starts to lagging again

Hi!
What happens if you let your device cool down for ~10 minutes before testing the performance?

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Wow it is strange .I didnt know cooling down was working in android devices thanks :smile: now it is working great =) but could I ask one more question why in last time my device was working fine for a few sec? Thanks again =)

Well, if you pause the application, it can cool down a bit while it’s not rendering, and try to clock the CPU higher right after you go back to the app. It will get hot pretty soon again, and drop the clock.

You might want to limit the frame rate to 30 fps on lower end phones or those that have these thermal throttling issues. 60fps is very battery draining and heats up the devices.

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I had the [similar issue]( Feedback Wanted: Lightweight Render Pipeline page-14#post-4703465) almost one year ago. Try to change the Graphics API from Vulkan to OGLES3/2.

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Hmm thanks :smile: I didnt know that too I was using Application.targetFrameRate=60; proably it was happening because of that thanks again =).

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