Page 1 of 1

Question about mobile device performance

Posted: 05 Jun 2015, 04:13
by netics
Hello, neosis.

I am developing mobile game using unity and want to achieve 60fps.
I built samples and run on the minimum spec device(Galaxy S3).

In profiler window, it always use full cpu(16ms) even with very simple UI.
Is there a way to measure the exact time Noesis used?
I want to know how much ms I can use for the other codes except UI.

Thank you.

Re: Question about mobile device performance

Posted: 05 Jun 2015, 19:08
by jsantos
You are getting 16ms because the CPU is sync at 60 fps and instead of pumping more frames wasting cycles, the CPU is probably halted to improve battery usage. I don't know if there is a way in Unity to render without VSync in mobiles.

NoesisGUI is divided into two parts:
  • One part is executed in the Main Thread and you can measure the performance by analyzing the Unity profiler tree (NoesisGUIPanel.OnPreRender(), NoesisGUIPanel.LateUpdate(), etc). Under normal circumstances we shouldn't appear in the top hot spots.
  • The second part is executed in the Render Thread. Being noesisGUI a native plugin, Unity is not able to properly measure our performance but you can get an approximation to that by inspecting the Gfx.WaitForPresent() in the profiler. The bigger this number the less GPU bound you are.
Also remember to follow our performance guidelines.