I have made an Augmented reality Christmascard. But something odd is happening with the performance.
When i play it on my Samsung galaxy tab 10.0 P7500 it runs great. When i play it on my LG L9 P760 it does not. (it is much slower)
The galaxy Tab has a 1000 Mhz and Tegra 2 GPU
The Lg L9 has an Dual 1000 Mhz and PowerVR SGX540 GPU
I tried to change the textures to PVRCT to see if it increases the performance on the L9 but nothing happends.
I get about 550 DrawCallbacks.
I am using Unity 4.2 free on a Windows machine.
Anybody have any idea what i am doing wrong? Cause i am expecting to see an increase in performance on the L9 (as with the other stuff i have made)
It could be because of the chipsets they have. The LG has TI OMAP 4430 and the Tab has the Hummingbird chipset which manages data flow more efficiently i guess.
How many Drawcalls Verts are there per view in your game?
The problem is in The textures i think. cause i made some animation with the (the leaves of a tree get covered with snow)
That is why i assumed it would be the GPU.
I am trying to figure out how to reduce my drawcalls (in a way that i want it)
But for the playback speed. Since it is not really a game, i don’t need 60fps.
But i think this will result in 1 single mesh and so i loose my animation.
Next to that i have made an animation on my branches which makes them go from green to white (covered in snow) these already have texture atlasses.
I am beginning to think that Animated textures cause problems
For those who are curious if i solved it or not! the awnser is NO!!
In the end i deleted as much meshes as i could miss. and i made seperate packages for seperate devices. This give me an increas in performance, But not as much as i wanted.