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Question by Zer0Naught · Apr 02, 2016 at 04:52 AM · fpsandroid buildapkvsync

Android APK device.present issue

Hi guys,

So I've been working on some Android builds for my Nexus 7 and a Time 2 Touch tablet. Every build I make is averaging around 23 fps and sometimes even lower, which is very weird.

I've made APK's in the past with over 900 draw calls, tonnes of toon shaders, multiple dynamic lights and over 500k verts in scene, and I've hit 25-30fps easily. So why the heck is it doing it to me? The only issue I can think of, and have with discussed with other people, is that I'm missing the vsync and it's bottle-necking me. But how do I combat that if it's the issue? I can't turn vsync off, as I need to publish to devices that force vsync on, specifically iOS.

Graphics.PresentAndSync > Device.Present is the main problem that's choking the builds.

All the details I think you'll need are in the link below, if there are any more you might need to help me, just ask:

http://i.imgur.com/aWXyHv2.png

This has become a huge issue for me and my team and we're rather lost in the dark with this one. Unity versions tested: 5.2.4f and 5.3.4f

Thanks,

Luke

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