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Anyone released with Sustained Performance Mode enabled?

Discussion in 'Android' started by adbourdages, Oct 31, 2018.

  1. adbourdages

    adbourdages

    Joined:
    Jul 8, 2012
    Posts:
    55
    Is it working well for you? Causing trouble? Is it supported on many phones?

    There is surprisingly little to read about it online, either from Google or Unity.
     
    Yury-Habets likes this.
  2. Yury-Habets

    Yury-Habets

    Unity Technologies

    Joined:
    Nov 18, 2013
    Posts:
    1,107
    That's a great question - I'd love to hear feedback from developers too.

    @adbourdages have you tried enabling it yourself? Does your game work well for you?
     
  3. adbourdages

    adbourdages

    Joined:
    Jul 8, 2012
    Posts:
    55
  4. Yury-Habets

    Yury-Habets

    Unity Technologies

    Joined:
    Nov 18, 2013
    Posts:
    1,107
    Sustained performance mode was introduced in Android 7.0 and is supported by all devices with that OS or later.

    BTW I tried a Galaxy S7 (Exynos) and it showed very decent results with sustained mode enabled - not much worse than in "normal" power mode.
     
  5. fra3point

    fra3point

    Joined:
    Aug 20, 2012
    Posts:
    228
    Hello,

    I know I'm 2 years late, but I think every feedback could be useful.

    I suggest NOT to use Sustained Performance Mode when building for VR devices , where even a 10-15 FPS drop can be annoying. In my tests, the average framerate was about 15-20 FPS lower than the maximum supported by the headsets.

    Tested on Lenovo Mirage Solo (FPS: max = 60, reduced = 42) and Oculus Quest (FPS: max = 72 FPS, reduced = 55).


    Francesco
     
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