Worse performance on Newer Device (ANDROID)

Hello everyone.

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)

Thanks in Advance

It is I

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?

Hi Intense_Gamer94
Thanks for your reply

I get 522 Draw Calls and have 68.9k Verts

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.

550 draw calls for a mobile game is totally insane. People usually try to keep it under 50 DC or something like that.

True.

Check this Android game out :

http://forum.unity3d.com/threads/212395-Kommando-ANDROID?p=1433958#post1433958

It has 1000+ Drawcalls 300K + Verts and still works according to the OP.

Well, it may work. But no way it is going to have steady 60 FPS even on the latest-gen devices.

Hello ZimM and Intense_gamer94

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.

Thanks for your replies though

You can use the texture packer script. It reduces your drawcalls but increases your Verts :

Here it is :

http://forum.unity3d.com/attachment.php?attachmentid=20467&d=1305049108

To use it,

  1. Set all the used textures to advanced + read write
  2. Set all the objects that you want batched to static
  3. Create an empty gameObject and call it root
  4. Drag the static objects to root
  5. Add the script to root, let it compile, clear the errors remove the script.

Thanks for the script.

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.