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LWRP GPU requirements for mobile?

Discussion in 'Universal Render Pipeline' started by tomekswk, Aug 22, 2019.

  1. tomekswk

    tomekswk

    Joined:
    Jun 11, 2015
    Posts:
    22
    What are the actual requirements for an Android device to use LWRP with Vulkan API? I ran the LWRP template project, using Unity 2019.2, on an Android device changing only the pipeline asset from HighQuality to LowQuality and disabling "Cast Shadows". I also added Graphy from the Asset Store to measure FPS. The result was this:


    I also tried disabling Vulkan API and enabled OpenGLES3. The result was this:


    Should the performance really be this bad with LWRP on Android? Or is my device just bad? I'm using a Nokia 6.1 with Adreno 508: http://vulkan.gpuinfo.org/displayreport.php?id=6680
     
  2. aleksandrk

    aleksandrk

    Unity Technologies

    Joined:
    Jul 3, 2017
    Posts:
    2,135
    Adreno 508 is not the most performant GPU out there, and the LWRP template uses physically based shaders (Lit) and post processing effects by default, as far as I remember.
    Try turning post effects off, this is likely going to buy you much more than turning the shadows off.
     
    tomekswk likes this.
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