will FPS improve? legacy settings don't make much difference

When compared with unity 4.6 there is an average of 20fps less on my mobile scene.

I understand that Unity needed to improve the render engine, but performance is more important over visuals for my current project.

I know there’re many improvements and added features in Unity 5. What would be ideal is to have the rendering performance of Unity 4 and have all the other goods of Unity 5.

So what I’m trying to say is:

1: will the performance improve? is this just a beta thing
2: is there a way to get the performance of Unity 4 and what are the required settings?
3: In Unity 5 when changing rendering path to legacy there’s no performance improvements. tested with both legacy and new shaders. why is this? beta thing?
4: what would be the best possible settings to have for performance?

I’m not using any of the GI or baked lighting in Unity 5. no realtime shadows. so I don’t need any info in that area.

Your advice would be much appreciated.

Kind Regards
JennyQ

bump :slight_smile:

What kind of render mode are you running? I’m not on mobile but I can say that I’ve seen a performance “increase” if anything when running in the new Deferred mode.

Hello Brenden,

I’ve tried all of them and the results are nearly the same.

I’m testing on Galaxy Tab3 lite

I’m thinking maybe its some settings I need to change?

Which device are you testing on Brenden?

Can you please post a comparison screenshot of the profiler when running your game on 4.6 and 5.0?

Sure thing and thanks. I’m thinking it has something to do with Audio manager. Is there a particular frame you want to see? eventually the framerate will get to 58fps but it will fluctuate between 9 / 30’s / 50’s.

The scene has 6 x same meshes. Plugin FPS counter.

First Unity 4.6.1 / Shader= Mobile/Diffuse I’ve disabled vsync but its still showing up in Unity 4.6 profiler

And below Unity 5.14 / Shader = Mobile/Diffuse … note… not legacy version …

Thanks

disabling audio listener increased the fps quite a lot

So from the profiler numbers, it looks like on 4.6 CPU time is 0.4ms, GPU time is 0.12ms; while on 5.0 CPU time is 0.3ms, GPU time is 0.2ms. So, CPU time got down by 0.1ms, GPU time got up by 0.08ms.

Do you have some test scene with, uhm, more realistic workload? Testing on something that runs at 3000 frames per second isn’t terribly realistic…

Hello Aras,

yes I made a very simple scene to narrow down the possibilities. The FPS I’m mainly comparing is the FPS counter plugin that displays the FPS on the device. I’m not sure if that’s a good way to measure?

The odd thing is it’s kind of fixed… I’ll get back to you on this.

I read they changed a lot with the rendering - so maybe old style fps counter is not best way to look at this. Have a look thru the forum and you should be able to find it.

Yeah Adam, thats what I was thinking… but the lower the fps counter the more scrolling lags, so I think it measures up quite well.

I installed Master Audio manager plugin and set it up in my scene and it seems to have improved the performance.

Thats one of the reasons I think its to do with Unitys new audio manager. A slight fluctuation in Unitys audio manger update and it hits the frames hard. and that’s without even having any audio playing.