Search Unity

Development build much faster than release

Discussion in 'iOS and tvOS' started by GordonWedge, Dec 7, 2013.

  1. GordonWedge

    GordonWedge

    Joined:
    Jul 6, 2013
    Posts:
    23
    Hi, i've this strange problem, if i build my ios game with "development" build checked, my
    game on iPad 4 run at 37/40 fps (said by Xcode).
    If i compile without this check, the game runs at 29fps!!!

    i'm going crazy, but i don't understand why.

    please help me.
     
  2. VIC20

    VIC20

    Joined:
    Jan 19, 2008
    Posts:
    2,513
    29 fps? That sounds like you have set "Vsync Count" to "Every Second VBlank" in quality settings or you haven't set Application.targetFrameRate.

    If your game usually runs at 37/40 fps it might be best to set it to 30frames per second anyway to save battery.
     
  3. GordonWedge

    GordonWedge

    Joined:
    Jul 6, 2013
    Posts:
    23
    Sorry bad typing, the game slow down at 18fps, constant :(

    i've Vsync setted on "don't sync"

    i'm using 4.2.2, xcode 5, iPad 4 IOS 7

    same setting, on ipad2 with IOS 6 runs at 30fps in both type of build.
     
  4. VIC20

    VIC20

    Joined:
    Jan 19, 2008
    Posts:
    2,513
    Sorry, no idea…
    but can you reproduce this issue with another (clean) project?
     
  5. GordonWedge

    GordonWedge

    Joined:
    Jul 6, 2013
    Posts:
    23
    thanks anyway, i can't reproduce this as the game is in an advanced state of development.

    Really, i can't understand how simply flagging on/off the "development build" make so difference.

    sigh.
     
  6. JFo

    JFo

    Joined:
    Dec 9, 2007
    Posts:
    217
    We have noticed similar behavior in our game also... No idea why changing from dev build to release will give performance penalty.
    (In our case changing to release also leads to some crashes but that's an another story...)
     
  7. GordonWedge

    GordonWedge

    Joined:
    Jul 6, 2013
    Posts:
    23
    Have you solved in some way, or the loss of performance was limited?
     
  8. MrEsquire

    MrEsquire

    Joined:
    Nov 5, 2013
    Posts:
    2,712
    Intresting issues, never checked the development build ever, is there some documentation out there that explains this feature..
    Surely performance should be exactly the same, official Unity developer needs to comment.
     
  9. Alexey

    Alexey

    Unity Technologies

    Joined:
    May 10, 2010
    Posts:
    1,458
    where are bug reports with repro projects? this is totally not expected
     
  10. MrEsquire

    MrEsquire

    Joined:
    Nov 5, 2013
    Posts:
    2,712
    Thanks for confirming, I hope Gordon can deliver the needed files
     
  11. GordonWedge

    GordonWedge

    Joined:
    Jul 6, 2013
    Posts:
    23
    Yes, i'm tryng to extrapolate a test project from the main one.
    Little update, compiled with the 4.3.1f1 pro trial solved the problem, so it seems that is limited to 4.2.2,
    unfortunely i'm using plugins that makes problem with 4.3 so i'm blocked to previous version.
     
  12. MrEsquire

    MrEsquire

    Joined:
    Nov 5, 2013
    Posts:
    2,712
    Hi Gordon,

    Any chance to test on 4.3.3, is there a official bug report in the tracker also?
     
  13. Lukas_GMC

    Lukas_GMC

    Joined:
    Aug 7, 2012
    Posts:
    40
    I have the same issue. My game for PC is running at 60fps in editor play and development build with script debugging. Doing a regular build drops the framerate to 24fps in some cases. We have occlusion culling and lightmapping enabled. The version of Unity we're using is 4.3.0f4. I'm pretty sure the occlusion culling isn't working on the regular build. The frame drops are similar to when I disable occlusion culling on the camera.
     
  14. MattWeir

    MattWeir

    Joined:
    Apr 29, 2014
    Posts:
    1
    Hey, I seem to be having the same issue here. Developer mode is a solid 30fps on iPad and Release is 10-15fps. Did anyone figure out what the problem was or a solution? (latest version of Unity Pro)
     
  15. jerotas

    jerotas

    Joined:
    Sep 4, 2011
    Posts:
    5,351
    Who cares? Publish the game in debug mode if it's faster then. I'm sure there's a reason why you don't want to, I don't know much about this though....
     
  16. Mantas-Puida

    Mantas-Puida

    Unity Technologies

    Joined:
    Nov 13, 2008
    Posts:
    1,864
    Bugreport, please!
    Thanks :)
     
unityunity