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Question by Andrew_Kenady · May 12, 2014 at 02:28 PM · fpsperformanceoptimizationprofiler

Huge "Device.Present" performance hit in profiler

Hello. We're trying to optimize our game on android, but we've come across somet$$anonymous$$ng that nobody seems to have an answer for. Device.Present seems to be the cause of more than 50% CPU time on Android according to the Unity profiler. We're getting about 18 FPS on the Samsung Galaxy SIII. We need to improve t$$anonymous$$s to ~40 at least.

alt text

Many other people reported t$$anonymous$$s being an issue, but found alternate solutions. In our case:

V-Sync is off

Device.Present is not caused by the profiler itself (same fps with release build as dev build)

What is the cause of t$$anonymous$$s huge $$anonymous$$t to performance? What does "Device.Present" represent in t$$anonymous$$s case?

Thanks in advance!

unity device present.png (99.3 kB)
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avatar image sampenguin · Jul 07, 2014 at 01:58 AM 0
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Seeing a similar issue on low end Android devices. My draw calls and object counts/tex memory are all very low... but I'm getting over 100ms in Device.Present all the time. I'm thinking it might be fill rate with too much alpha, although I'm using all the mobile optimized shaders. Wish we could get inside that profiler grouping more

avatar image lavz24 · Mar 20, 2015 at 07:38 PM 0
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Hi you find the answer? I have the same problem

avatar image Deanit · Mar 26, 2015 at 02:00 PM 0
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The same issue, did you try to disable lightmaps?

avatar image lavz24 · Mar 26, 2015 at 02:25 PM 0
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My game is 2d, but I discovered the problem. Using new UI I create a diferrent menus and when I show a MEnu I dont SetActive(false) the other menus and that increase my drawcall. I think the profiler need improve to show better information

avatar image Deanit · Mar 27, 2015 at 08:31 AM 0
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I've made an experiment and discovered that new lightmap system drops fps from 30+ to 5-12 on old devices. I'll try today with new Unity 5.0.0.p3, maybe this issue was related to incorrect compression or OpenGL3.0 which seems fixed in 5.0.0.p3.

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