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Unable to get over 25 FPS on android

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    Unable to get over 25 FPS on android

    On a galaxy S3, I loaded a default map with just a rotating cube and the first person character and frame rates seem to be around 20 fps.

    Is that normal? Also just tried the minimal defaults map and frame rates are between 15 - 25.

    Is there any way to increase this to a consistent 30+?
    Last edited by Death Strike; 06-19-2015, 09:01 PM.

    #2
    Start by disabling Mobile HDR. Galaxy S3 is too old, so your GPU will likely bottleneck first.
    Programmer, Rigger, Animator - Demo Reel 2015 - My RnD / WIP thread - www.dennylindberg.com
    Worked on: Kitten'd - Guardians of Valor (Android, iOS)

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      #3
      Originally posted by Denny View Post
      Start by disabling Mobile HDR. Galaxy S3 is too old, so your GPU will likely bottleneck first.
      Thanks for the suggestion, I tried that and it does help a little bit.

      When I look at the sky, I'm getting 40 fps to 60 fps (w/ HDR disabled) but when I look at the ground which is just the default cube with the default texture, it drops to 20 fps regardless of HDR.

      I was hoping I could use unreal engine to build a 3D game for the galaxy S3, not sure if it's possible to do this at a consistent 30+ frame rate.

      The Tappy Chicken demo is the only thing I've seen so far that runs smoothly.

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        #4
        Try creating an empty scene without the sky sphere. The material on the sky sphere is quite expensive. Any object in the scene should have materials using Fully Rough on and customized UVs. This should improve your framerate as well.
        Programmer, Rigger, Animator - Demo Reel 2015 - My RnD / WIP thread - www.dennylindberg.com
        Worked on: Kitten'd - Guardians of Valor (Android, iOS)

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          #5
          In Chasing Robbers we achieved 60 FPS on Nexus 4 with 400 000 tris on the scene. The most important is baking static lighting, turning off HDR and reducing draw calls to minimum. We have around 30 draw calls per scene and it is good but while increasing draw calls, performance drastically hit down. Try merge objects using experimental feature in UE4 called "Merge Actors".
          Last edited by gameDNA studio; 06-20-2015, 12:20 PM.
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            #6
            Thanks for the input everyone, I deleted the skydome and changed the ground textures (I think that's what the issue was) and now my framerates are normal.

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              #7
              Empty scene on PointOfView Protab30 (Mali-400, Antutu: 19000) has < 30 fps.
              Most time spent in FForwardShadingSceneRenderer_Render.
              6 dips, 400 triangles - is a profiling warnings.
              What's wrong?

              Here is a stats file:
              https://www.dropbox.com/s/kh1ww9rky7....ue4stats?dl=0

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