I have a general performance issue for mobile. I know I have not fully optimized mobile performance for the project at this stage but I have a couple of troubling queries.
I am deploying the project to a Samsung S6 mobile and when I turned on modulated shadows the framerate runs up around 50fps which is great but the device gets super hot after just a couple of minutes of gameplay. To the point that I dont feel safe using the device. Any quick suggestions to drop the strain on the CPU.
The other big issue is when I deploy onto my sons Samsung Tab A the exact same project drops to 4fps!!! Project is packaged as ETC1 which is supported on both devices. Also on the Tab A using a dynamic light (as a glow stick) turns a water shader bright red - not sure why.
Any help please?!?!?!?!?!?!
It’s best to optimize for the platform your developing for. The more performance that is required can stress the device if things have not been optimized. You’ll want to avoid dynamic lighting, complex shaders, highly detailed meshes, and scenes with a lot of complex geometry. These are very broad suggestions, but essentially the more complex your scene and the more that is required will be more stressful on the device. If you’ve not read through it already, I would suggest starting with this page in documentation: Mobile Game Development | Unreal Engine Documentation
Looking a the GPU (Adreno 306) that is with that device is a very low-end GPU for mobile when compared to the Mali-t760 that is with the S6.
Adreno 306: http://www.notebookcheck.net/Qualcomm-Adreno-306.126520.0.html