Search Issue Tracker
Not Reproducible
Votes
2
Found in
5.3.4p4
Issue ID
793549
Regression
No
[Android] GPU Skinning drops performance severely when using Skinned Meshes on some devices
To reproduce:
1) Open attached project and scene in it
2) Make sure GPU Skinning in Player Settings is enabled
3) Build and run on Android
4) Switch between different models with buttons - notice that FPS is significantly lower when Skinned Mesh Renderer is used
5) Go back to editor
6) Disable GPU Skinning
7) Rebuild the app
8) Notice that FPS is equal over all devices no matter which models were used
DUT:
Samsung Galaxy S4 mini (Adreno 305) (Android 4.4.2) (35 FPS skinned vs 60 FPS normal)
Samsung Galaxy Note 10.1 2014 WiFi (ARM Mali-T628MP6) (Android 4.4.2) (30 FPS skinned vs 40 FPS normal)
Samsung Galaxy S5 Neo (ARM Mali-T720) (Android 5.1.1) (35 FPS skinned vs 40 FPS normal)
Motorola Moto G (Adreno 305) (Android 5.1) (35 FPS no matter the models - no repro)
Samsung Galaxy S4 (GT-i9505) (Adreno 320) (Android 4.2.2) (60 FPS no matter the models - no repro)
RESOLUTION: Not reproducible, GPU skinning has been disabled on Mobile platforms due to unpredictable performance. The primary reason for this is that we need to read GPU skinning results from the CPU, this introduces a dependency that certain device drivers don't like at all.
Comments (1)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
lumacode
Nov 08, 2016 14:49
I've seen a similar issue on Samsung S6 when deploying for GearVR (using 5.5.0b10). With GPU skinning off it's rock solid at 60fps, with it on there are random frame hitches, bringing frame rate down to 45-50fps.