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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:
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    That makes sense, I guess I'll have to drop the AO :(
     
  4. ihgyug

    ihgyug

    Joined:
    Aug 5, 2017
    Posts:
    194
    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:
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    I think color correction or vignetting shouldn't be too heavy, even for mobiles