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Karting Microgame lag on Android

Discussion in 'Getting Started' started by dnlcl, Oct 5, 2020.

  1. dnlcl

    dnlcl

    Joined:
    Aug 12, 2020
    Posts:
    9
    Hi all
    I've been able to build and run the Kart Microgame tutorial in my iPhone7 and it works good.
    Then I've build and run it on my Android device (Huawei Y5 2018) but the game is unplayable because of the too much lag.
    Am I missing some Build Settings parameters or the assets aren't made to be used in a mobile device?
    Do you have any hint? Thanks.
     
  2. TreyK-47

    TreyK-47

    Unity Technologies

    Joined:
    Oct 22, 2019
    Posts:
    1,795
    Hey there! We shared your issue with our Microgame team, and the thought is it's likely a hardware issue seeing as it works fine on your iPhone.

    There are a couple of things to try to see if it improves the performance - disable the post processing, & simplify the shadows. Basically, try to simplify anything related to rendering (shadows resolution, texture sizes, etc.).

    If you're pretty comfortable with the editor, you might also check the Profiler.

    Hope that helps!
     
  3. dnlcl

    dnlcl

    Joined:
    Aug 12, 2020
    Posts:
    9
    Thank you for your feedback @TreyK-47
    I'm pretty new with Unity but I'll try to apply your hint and see what happen :)
     
    TreyK-47 likes this.
  4. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,124
    This phone is using a PowerVR GE8100 GPU which is a very budget oriented graphics chipset. GFXBench 3.0 is only able to achieve 2 to 3 FPS, and PassMark 3D scores only 217 points.

    https://root-nation.com/en/gadgets-en/smartphones-en/en-huawei-y5-2018-review/
    https://www.notebookcheck.net/PowerVR-GE8100-GPU.295928.0.html

    Meanwhile the iPhone 7 is using a PowerVR GT7600 GPU. GFXBench 3.0 is able to achieve more than 40 FPS, and PassMark 3D scores 1,957 points.

    https://www.notebookcheck.net/Imagi...e-Apple-A9-Benchmarks-and-Specs.150859.0.html

    Between GFXBench and PassMark there is a 9 to 20 times performance difference. For the sake of comparison a 20 times increase is the same as going from Intel HD 640 to an RTX 2080 Ti. Simply put the Huawei Y5 2018 is not designed for gaming and there is nothing you can do that will overcome this limitation.
     
    Last edited: Oct 9, 2020
    dnlcl likes this.
  5. dnlcl

    dnlcl

    Joined:
    Aug 12, 2020
    Posts:
    9
    Thank you very much @Ryiah
    You saved me from waste a lot of time! :)
     
    Last edited: Oct 9, 2020
  6. dnlcl

    dnlcl

    Joined:
    Aug 12, 2020
    Posts:
    9
    Ok, I'm here again because I got a new question. In this case, if I would publish that game in the Play Store, is there a way to hide that app for the devices that 'aren't designed for game'? I mean, in an Android native app I could play with the Manifest to try to filter devices. How to achieve this in unity, do you have some hint?
     
  7. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,124
    You can provide a list of restricted devices through the Play Console using the instructions at the link below.

    https://support.google.com/googleplay/android-developer/answer/7353455
     
    dnlcl likes this.