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Unity 5.2.0f3 slower than 5.1.1f1 on android

Discussion in 'General Graphics' started by _xAtMa44x_, Sep 18, 2015.

  1. _xAtMa44x_

    _xAtMa44x_

    Joined:
    Oct 28, 2014
    Posts:
    8
    I updated to unity 5.2.0f3 from 5.1.1f1. I noticed right away that the frame rate dropped for my android tablet. I am testing my game on Asus MeMO Pad HD 7 (ME173X), it has decent specs for mobile games.

    On unity 5.1.1f3 I get around 40 FPS, however, when building with 5.2.0f3 I get 32 Fps for the exact scene. What gives? I been working hard to optimize my app to be able to run on low-end devices, but now I am down by 8 FPS....

    I also noticed my load time for my Android tablet was significantly longer. Took about ~4minutes to load compare to 5.1.1f1 being only 5 secs. I think this maybe because of the default compression being set to ECT2 for androids. So I had to manually set all my textures to 16bit to avoid the long start up time.

    Any one else seeing frame rate drops on there low-end androids? I wish they could allow us to set a global default compression for each platform.
     
  2. _xAtMa44x_

    _xAtMa44x_

    Joined:
    Oct 28, 2014
    Posts:
    8
    Well it turns out the problem is with the UI that is causing the performance problems.

    For some reason, there is a huge performance drop when I enable the the UI, particularly a UI with image or rawImage component on it.

    After playing around with it, it seems to be the size of the height and width on the rectTransform. For example, setting height and width of rectTransform that has the UI image component on it to something small, takes away the performance hit, but setting it to something big that would fill more than half the screen, there is a significant hit on performance. Drops from 55 FPS to 35 FPS on my tablet.

    This doesn't happen on 5.1.1f3, so something is off with the 5.2.0f3 UI performance.
     
  3. xema25

    xema25

    Joined:
    Aug 24, 2013
    Posts:
    37
    Agree, same thing happened to me, same UI same code, but better performance on 5.1 than 5.2, for now keeping the 5.1

    I will test on ios if the same thing happens.
     
  4. Gorgor

    Gorgor

    Joined:
    Apr 28, 2012
    Posts:
    51
    Please take a look at this. The UI on Android is really slower in 5.2 than it was in 5.1. When enabling and disabling GO in the scene as well as spawning prefabs with UI is much more sluggish :(
     
  5. wimvds

    wimvds

    Joined:
    Aug 5, 2015
    Posts:
    2
    Does someone find how to fix that
     
  6. nviro

    nviro

    Joined:
    Apr 8, 2015
    Posts:
    2
    Experiencing performance hit with 5.2.1p1 from 5.1.2p3 on my Nexus 7 tablet as the scene in the front end which only consists of sprites is running at about 15 FPS where it was previously in the upper 20s. Not sure if this is being looked at but it is preventing me from releasing my Android update. Haven't seen an issue written up for this so don't know if the unity guys are looking at it or not.
     
  7. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    Been following this thread as I find it an important issue.
    Has anyone submitted a bug report of this slow down?
     
  8. nviro

    nviro

    Joined:
    Apr 8, 2015
    Posts:
    2
    Not sure if this is the exact issue, but what I did seemed to work. I managed to go from 15FPS to around 30FPS on a scene where the impact was the most noticeable. Using the profiler, I was able to see that whenever I changed the source for an image that was using anything from Resources/unity_builtin_extra improved my frame rate. In my case, the two infringing sprites were UISprite and background.