Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

iOS - realtime AO adds lag, but only after a while

Discussion in 'Image Effects' started by joni-giuro, Jan 7, 2019.

  1. joni-giuro

    joni-giuro

    Joined:
    Nov 21, 2013
    Posts:
    435
    Hi, I'm working with Unity 2018.3.0f2 and I'm deploying on my iPhone XR. My small racing game looks much better with realtime AO activated, I know it's pretty heavy but I thought I'd give it a shot. I was really happy to see that even with that image effect I got 60fps fixed. The thing is, after about 30 seonds the fps slowly starts to drop and it keeps dropping and dropping (slowly, about 5 frames every 30 seconds). Without the AO this issue isn't there. Any idea?

    playground.jpg
     
  2. Tartiflette

    Tartiflette

    Joined:
    Apr 10, 2015
    Posts:
    84
    Simple: the phone gets too hot (AO is super expensive on phones) and reduces its performance to cool down a bit.
     
  3. joni-giuro

    joni-giuro

    Joined:
    Nov 21, 2013
    Posts:
    435
    That makes sense, I guess I'll have to drop the AO :(
     
  4. ihgyug

    ihgyug

    Joined:
    Aug 5, 2017
    Posts:
    193
    Sadly almost none of the post processing effects are really doable to use on mobile.
    A bloom effect with the so called "fast mode" for example, totally kills performance on "older devices" (aka devices from 2015-2016). An empty project on a Huawei P8 lite (Android) with bloom was dropping the FPS to 25 for example.
     
    ifurkend likes this.
  5. joni-giuro

    joni-giuro

    Joined:
    Nov 21, 2013
    Posts:
    435
    I think color correction or vignetting shouldn't be too heavy, even for mobiles