Low performance on android

Please, I really need help, I would be indebted if I get a solution to my problem.

I have an extremely low FPS on mobile of about 8, and a low draw also, I have tried everything possible, combining meshes, using low poly meshes, I have even profiled my game to my best of knowledge, done everything possible to optimize my game, but am still stuck. It’s really saddening.

Although I have mobile HDR on, it’s important for my game, I can’t simply solve my problems. Please I really need help, to find out what’s making my game have low FPS and a high draw, as I am so confused, stuck and sad.

Response is highly needed as soon as possible.

Regards.

It’s a quite abstract question, we need to know what is your game looks like, how many polys does your models have, etc…

At first you may raise your actor tick intervals and your physics intervals (if you don’t need high precision physics) and reduce the visual quality.

Adjusted the visual quality and all, I have about 300-400k poly per scene including the character, probably less. It’s an endless runner game. What else would you like m to explain in details.

My Draw call, when playing in the editor is about 0.30 but when I play on my Android device, it’s over 100 or so, my polys are low, I just don’t understand.

400k polys might be too much for some mobile devices…

but for this endless runner, how did you do this? did you destroy the sections that the player already passed by?

Yes I did. I can also reduce the poly, but I hardly doubt if that’s the problem.

Can you show how are you implementing it?

After the floor is spawned and the player moves away from that particular floor, its deleted after a period of 10 seconds.

Ok, so I believe that might be an issue with your render, try to reduce it for test keep it in 10k, just to make sure.

Ok thanks will do just that.