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Question by Calignos · May 14, 2015 at 03:59 PM · androidperformance

Bad performance on Android

Hi everyone, I am having horrible performance for my game on Android.

I have done everything possible to reduce the draw calls and improve performance. I stripped my game down to the bare minimum, even removing the background, GUI buttons and audio to see if it would improve the performance, but nothing will get the performance above 20-30 fps. Not only that, but the game is using about 90MB of RAM, which compares with/is higher than massive mobile games like Brave Frontier & Monster Squad.

Here are some stats about my game: 12 Levels + Main Menu & Level Selector

The average scene has approximately: 15-20 draw calls 1.5k-2k vertices

On my computer using the profiler I'm getting approximately 2.5k-3k fps. Camera Rendering and GUI.Repaint use the most resources, with 40%-50% from Camera Rendering and 10% from GUI.Repaint.

I just can't figure out what the problem is, I've tried everything with minimal results- the performance has improved a small bit after stripping the game down to the bare minimum but is still only 25-30 fps with massive memory being taken from the mobile in order to run the game.

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avatar image Graham-Dunnett ♦♦ · May 14, 2015 at 04:00 PM 1
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What does the profiler show when you run the game on the android? What format are all the textures/sprites in on the device?

avatar image Calignos · May 15, 2015 at 11:55 PM 0
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It turned out to be the format of the textures. Thanks for your suggestion.

avatar image smallbit · May 16, 2015 at 08:11 AM 0
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Remember that in some devices PVRTC is not supported, if you make a build with debugger option , you will see warning messages PVRTC not supported uncompresing. So textures will be uncompressed to RGBA and the app will use much more memory. For instance once I have a game with a lot of spritesheets, on devices with PVRTC it was running on 90$$anonymous$$B and on the one that doesnt it was going up to 250$$anonymous$$B.

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