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Reduced performance on better hardware; procedure to diagnose?

Discussion in 'Daydream' started by AugmentedExistence, Feb 22, 2017.

  1. AugmentedExistence

    AugmentedExistence

    Joined:
    Dec 10, 2016
    Posts:
    3
    Hi all,

    New to Unity, new to AR and getting my feet wet. Working on a simple enough app.

    I have 3x devices to test on presently:
    HTC A9: 37fps [Snapdragon 617, Adreno 405, 1080p display, MM]
    Oppo F7: 45fps [Snapdragon 801, Adreno 330, 1440p display, MM]
    LeEco Max2: 15fps [Snapdragon 820, Adreno 530, 1440p display, MM]

    I'd like to be using the LeEco as the IMU platform (accelerometer) is far more reliable which is nearly vital for the project. It also has another few things going for it.

    Based on benchmarks it should be at least 1.5x the Oppo (benching those exact devices inc) and yet results are the above. Things I've tried:
    • Protection from battery optimization [No Change]
    • Enabling Multithreaded rendering [Oppo 54, LeEco 19fps]
    • Camera disabled (Req for AR...) [Oppo 60, LeEco 30fps]
    • GPU Skinning [No Change]
    • Disable Audio listeners [No Change]
    Profiling shows high usage from the camera but with that disabled perf is still way low. Using the debug overlay its pretty clear the GPU isnt really being taxed at 20-30% busy.

    Anything in particular I should try? Pulling my hair out here. They have the same OGLES versions and support and no Camera2API support.

    Cheers,
    AE
     
  2. AugmentedExistence

    AugmentedExistence

    Joined:
    Dec 10, 2016
    Posts:
    3
    Seems it was S***ty code in the stock rom from the OEM. Sheeesh.