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fps rate drops on maximizing window unity

Discussion in 'General Discussion' started by Sulemanalimalik, Dec 5, 2018.

  1. Sulemanalimalik

    Sulemanalimalik

    Joined:
    Jul 26, 2017
    Posts:
    70
    When the window is not maximized on play i'm getting the fps rate over 100 but when i maximize the window on play the fps rates drops drastically below 40, need help please
     
  2. yoonitee

    yoonitee

    Joined:
    Jun 27, 2013
    Posts:
    2,166
    Yep, because it's rendering more stuff. Try running it for real and see if it improves.
     
  3. Sulemanalimalik

    Sulemanalimalik

    Joined:
    Jul 26, 2017
    Posts:
    70
    Fps rate in PC or unity is showing upto 70 but in mobile it's showing only 8 which one should i consider as real one ? BTW i'm developing the game for andriod platform
     
  4. Murgilod

    Murgilod

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    Nov 12, 2013
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    The only frame rate you should care about is the one on actual hardware.
     
    BlankDeed and angrypenguin like this.
  5. hippocoder

    hippocoder

    Digital Ape Moderator

    Joined:
    Apr 11, 2010
    Posts:
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    Computer does more = computer takes longer.
     
  6. yoonitee

    yoonitee

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    Can't tell if joking.
     
    Joe-Censored likes this.
  7. Sulemanalimalik

    Sulemanalimalik

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    Jul 26, 2017
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    you mean on mobile ?
     
  8. Sulemanalimalik

    Sulemanalimalik

    Joined:
    Jul 26, 2017
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    i'm a newbie infact only a student so yes you can take it as a joke
     
  9. LurkingNinjaDev

    LurkingNinjaDev

    Joined:
    Jan 20, 2015
    Posts:
    1,965
    You should care about only the target hardware you're planning release on (no need to optimize to some junk Chinese android device if you only release on iPhone X and vice versa, don't care about how much FPS you get in the editor oon your PC if you release on iPhone only).
    You can't compare these different numbers at all. Also, it's a good idea if you switch from FPS to milliseconds because you will profile a bit and it calculates in milliseconds. You will have a budget which you need to go under. It depends on what is your target frame rate. Also it's a good idea to find the heaviest screens in your game and often check up on those to be sure that they don't exceed the budget.
     
    angrypenguin likes this.
  10. Joe-Censored

    Joe-Censored

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    Mar 26, 2013
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    3,998
    Bigger window size means more pixels to draw, which means you're creating a larger rendering workload. It is that simple.

    Also, editor FPS is almost meaningless. The only exception is comparing before and after making specific changes. For example, say in editor you were getting 60 FPS, then you make a change and with the same quality settings and window size you now are at 40 FPS.... Well unless you were expecting that, you probably made a mistake, but that is about the only useful thing about in editor FPS monitoring.

    Basically though, the code the editor runs is unoptimized and not the same code that ends up in your build, so you shouldn't really care what FPS the editor is reporting. Only care about the FPS of the build. If your build is for a device other than a desktop, then you should only care about the FPS on the target device.
     
    Sulemanalimalik and angrypenguin like this.
  11. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    12,594
    Have you never played a video game and looked at the frame rate for different resolutions? Switching a game from a lower resolution (eg 1080p) to a higher resolution (eg 1440p or 4K) requires a more powerful GPU because there are more pixels to render.

    This is why most console games only have a frame rate of 30 FPS. The hardware simply can't handle both high resolution and high performance. They have to choose one or the other with the most common choice being high resolution.
     
    Last edited: Dec 6, 2018
    Sulemanalimalik and BlankDeed like this.
  12. Sulemanalimalik

    Sulemanalimalik

    Joined:
    Jul 26, 2017
    Posts:
    70
    thanks