Forcing OpenGLES3 on an Android device supporting 3.1 (i.e HTC 10) causes a significant frame rate drop compared to OpenGLES2. I have uploaded a simple test scene with a bug report, case 845533. The test scene contains quite a few spheres using the standard secular shaded with a diffuse and normal texture (shininess at 0.85 for reflections). I also added a few lights to ensure I had a frame rate just under 30 fps to better demonstrate the issue. All scene/project settings are default (no precomputed real time or baked GI, gamma color space etc) except I used the 'good' quality setting to get more than 1 pixel light. When built to a HTC 10 device, the scene renders at approximately 25 FPS when forcing OpenGLES3 and just above 50 FPS when forcing OpenGLES2 with no visible quality difference. Even more surprisingly, tapping the screen or holding down a finger on the screen increases the frame rate (I'm not kidding). Building the scene to older Android hardware that only supports OpenGL ES 3.0 (i.e HTC One M7) does not produce this behaviour. The frame rate in this case is the same when forcing either OpenGLES3 or 2 and tapping the screen has no effect on frame rate. I have not been able to test this on other high performance android mobile devices (e.g Samsung Galaxy S7). Perhaps other beta users can share their experience with such devices. I would appreciate any feedback on this issue via this thread.