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Question What am I doing wrong with optimization? Nothing works to bring my game to a playable fps in mobile.

Discussion in 'General Graphics' started by Baschoener, Aug 7, 2023.

  1. Baschoener

    Baschoener

    Joined:
    Jun 5, 2022
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    1
    I am trying to optimize my 3D platformer game to a playable framerate in mid range phones. I have used static batching, mesh combiner, baked lighting, optimized my meshes and even disabled shadows altogether but nothing works to get it to 60 FPS. Below is a profiler screenshot from a level I have.

    What am I doing wrong? What can I do? I would really appreciate any tips.


     

    Attached Files:

  2. DevDunk

    DevDunk

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    Feb 13, 2020
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    Which specs of the phone?
    Which render pipeline? Send screenshots of the quality settings for android

    Check the CPU hierarchy to see what part of rendering is used if visible
     
  3. richardkettlewell

    richardkettlewell

    Unity Technologies

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    Sep 9, 2015
    Posts:
    2,248
    Check the Timeline tab of the profiler, it will give you more insight into why a frame cost is high (eg it tells you how long rendering shadows, reflections, particles, running each script, etc etc. eg no point looking at static batching if you have a really slow gameplay script)
     
  4. nasos_333

    nasos_333

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    Feb 13, 2013
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    If can provide more info on scene complexity and batches can help more, a video also would be best to see the performance vary.

    The used pipeline also matters a lot.
     
  5. kenamis

    kenamis

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    Feb 5, 2015
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    Using fullscreen post process effects? I believe those greatly impact mobile devices with tiled renderers.
     
  6. DevDunk

    DevDunk

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    Depends on the effect. It's not that bad if managed and tested properly.
    Especially stuff like bloom is heavy, since it adds a lot of draw calls