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Image Effects on Mobile Result in 1FPS

Discussion in 'General Graphics' started by Mikeysee, May 25, 2015.

  1. Mikeysee

    Mikeysee

    Joined:
    Oct 14, 2013
    Posts:
    155
    Hi,

    It doesnt seem to matter how simple the image effect it seems to turn my mobile game from a solid 60FPS to a 1FPS game. I have tried on a Nexus 7 and on an iPad 3 and the result is the same.

    Is there something I am missing?

    Is Graphics.Blit just too slow for mobile?

    Cheers,
    Mike
     
  2. macdude2

    macdude2

    Joined:
    Sep 22, 2010
    Posts:
    686
    Generally yes. You can get away with a few calls depending on the scene, but they add up quickly on mobile for sure.
     
  3. bluescr

    bluescr

    Joined:
    Sep 7, 2014
    Posts:
    21
    The Nexus 7 and iPad 3 are two particularly bad devices for postprocessing effects. The Tegra 3 in the Nexus 7 (assuming it's the original model) just wasn't very fast, and the iPad 3 had the first retina screen without really having the GPU power to drive it.

    Still, '1 fps' seems unlikely. I wouldn't be surprised if a simple effect (e.g. bloom) dropped you down to 10-20fps on those defices, but if it really is <10fps, there may be something else going on?

    I believe there's a different in OnRenderImage behaviour based on whether it's called on the first camera in the scene or subsequent cameras? (postprocessing is usually applied only to the first camera, rendering the 3D scene, not subsequent UI cameras)

    (Also, remember that even on PC and high-end consoles, postprocessing effects can become rather expensive - expensive post effects are one of the reasons that 60fps console games are so rare these days. And they're rendering less pixels than a retina iPad)
     
  4. Mikeysee

    Mikeysee

    Joined:
    Oct 14, 2013
    Posts:
    155
    There must be something else going on then. Ill try to run my tests in an empty scene and try to work out whats happening.