Just like on PCs, mobile platforms like iOS and Android have devices of various levels of performance. You can easily find a phone that’s 10x more powerful for rendering than some other phone. Quite easy way of scaling:
Graphics performance is bound by fillrate, pixel and geometric complexity (vertex count). All three of these can be reduced if you can find a way to cull more renderers. Occlusion culling could help here as Unity will automatically cull objects outside the viewing frustum.
On mobiles you’re essentially fillrate bound (fillrate = screen pixels * shader complexity * overdraw), and over-complex shaders is the most common cause of problems. So use mobile shaders that come with Unity or design your own but make them as simple as possible. If possible simplify your pixel shaders by moving code to vertex shader.
If reducing the Texture Quality in Quality settings makes the game run faster, you are probably limited by memory bandwidth. So compress textures, use mipmaps, reduce texture size, etc.
LOD (Level of Detail) - make objects simpler or eliminate them completely as they move further away.
Mobile GPUs have huge constraints in how much heat they produce, how much power they use, and how large or noisy they can be. So compared to the desktop parts, mobile GPUs have way less bandwidth, low ALU performance and texturing power. The architectures of the GPUs are also tuned to use as little bandwidth & power as possible.
Unity is optimized for OpenGL ES 2.0, it uses GLSL ES (similar to HLSL) shading language. Built in shaders are most often written in HLSL (also known as Cg). This is cross compiled into GLSL ES for mobile platforms. You can also write GLSL directly if you want to, but doing that limits you to OpenGL-like platforms (e.g. mobile + Mac) since there currently are no GLSL->HLSL translation tools. When you use float/half/fixed types in HLSL, they end up highp/mediump/lowp precision qualifiers in GLSL ES.
Here is the checklist for good practice:
void Update (){
// flip between meshes
bufferMesh = on ? meshA : meshB;
on = !on;
bufferMesh.vertices = vertices; // modification to mesh
meshFilter.sharedMesh = bufferMesh;
}
Checking if you are fillrate-bound is easy: does the game run faster if you decrease the display resolution? If yes, you are limited by fillrate.
Try reducing shader complexity by the following methods:
It is often the case that games are limited by the GPU on pixel processing. So they end up having unused CPU power, especially on multicore mobile CPUs. So it is often sensible to pull some work off the GPU and put it onto the CPU instead (Unity does all of these): mesh skinning, batching of small objects, particle geometry updates.
These should be used with care, not blindly. If you are not bound by draw calls, then batching is actually worse for performance, as it makes culling less efficient and makes more objects affected by lights!
Physics can be CPU heavy. It can be profiled via the Editor profiler. If Physics appears to take too much time on CPU:
These are the popular mobile architectures. This is both different hardware vendors than in PC/console space, and very different GPU architectures than the “usual” GPUs.
Spend some time looking into different rendering approaches and design your game accordingly. Pay especial attention to sorting. Define the lowest end supported devices early in the dev cycle. Test on them with the profiler on as you design your game.
Use platform specific texture compression.
Only PowerVR architecture (tile based deferred) to be concerned about.
This means:
And cons:
Downloads are implemented via async API provided by OS, so OS decides how many threads need to be created for downloads. When launching multiple concurrent downloads you should keep in mind total device bandwidth it can support and amount of free memory. Each concurrent download allocates its own temporal buffer, so you should be careful there to not run out of memory.
Sometimes there’s nothing in the console, just a random crash