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(URP) Huge performance-issues with gpu on android game

Discussion in '2D' started by unity_g6pUasEkRJ-2jg, Feb 24, 2021.

  1. unity_g6pUasEkRJ-2jg


    Jul 24, 2020
    Hello, I am making an android game using Universal Render Pipeline. In my scene, I have around 7 sprites, but for some reason it takes the gpu 80ms to finish rendering.

    98% of the time is used in Render Transparents, 54% in SpriteRender.RenderMultiple. This same scene runs at 1000fps when I build for windows. I know nothing about profiling so I am not sure what is causing the issue. The phone I am using is a samsung e7 plus, unity v2020.1.2f1. Thanks in advance.

    edit: apparently, if I disable all my post-processing effects (Shadergraphs), the fps increase a bit, but still remaining under the 30fps mark
    Last edited: Feb 24, 2021