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FPS problem after Beta 14

Discussion in 'Unity 5 Pre-order Beta' started by KhaledM, Dec 15, 2014.

  1. KhaledM

    KhaledM

    Joined:
    Sep 29, 2013
    Posts:
    41
    Hello,
    beta 14
    I've made a simple empty clean scene and put an FPS counter in it and published to Android
    FPS=60
    add Cube
    FPS=60
    scale it to 10 on all axis
    FPS = 60
    scale it to 50
    FPS = 60

    Screenshot_2014-12-15-17-49-45.png

    beta 15->17
    I've made a simple empty clean scene and put an FPS counter in it and published to Android
    FPS=60

    Screenshot_2014-12-15-17-02-58.png
    add Cube
    FPS=58-60

    Screenshot_2014-12-15-16-57-28.png
    scale it to 10 on all axis
    FPS = 52-54

    Screenshot_2014-12-15-16-54-56.png
    scale it to 50
    FPS = 42-44

    Screenshot_2014-12-15-16-56-11.png

    Tested on "Samsung Galaxy Tab S 10.5"
     
    ocimum and FriendlyHo like this.
  2. KhaledM

    KhaledM

    Joined:
    Sep 29, 2013
    Posts:
    41
    Anyone?
     
  3. wael_dayoub

    wael_dayoub

    Joined:
    Dec 17, 2014
    Posts:
    1
    i have the same problem !
     
  4. seattlebluesky

    seattlebluesky

    Joined:
    Sep 2, 2014
    Posts:
    170
    Could this be an effect of calculating Realtime GI to a larger portion of the render per frame?
     
  5. FriendlyHo

    FriendlyHo

    Joined:
    Aug 18, 2014
    Posts:
    23