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Won't Fix

Votes

0

Found in

2022.3.1f1

Issue ID

UUM-40617

Regression

No

[Entities Graphics] [Android] Slow performance when built on Snapdragon 855

-

Reproduction steps:
1. Open the attached project "ReproProj"
2. Build And Run
3. In Player, at the bottom right, tap the button with the text “Next“ until you reach Subscene 10/19
4. Observe the FPS

Expected result: Devices with Snapdragon 855 output more or similar FPS as Exynos 9 (9825) devices
Actual result: Low FPS on Snapdragon 855 devices compared to Exynos 9 (9825) devices

Reproducible with: 1.0.0-pre.65 (2022.3.1f1), 1.0.10 (2022.3.1f1)
Could not test with: 1.0.0-pre.44 (2022.3.1f1) (Library\PackageCache\com.unity.entities.graphics@1.0.0-pre.44\Unity.Entities.Graphics\MeshRendererBaking.cs(64,40): error CS0246: The type or namespace name 'PostTransformScale' could not be found)

Reproducible with devices:
VLNQA00318, Oneplus OnePlus 7 Pro (GM1913), Android 11, CPU: Snapdragon 855 SM8150, GPU: Adreno (TM) 640
Xiaomi 9T Pro (Snapdragon 855) (User’s device)

Not reproducible with devices:
VLNQA00325, Samsung Galaxy Note10 (SM-N970F), Android 12, CPU: Exynos 9 (9825), GPU: Mali-G76

Testing environment: Windows 10 Enterprise 21H2

Notes:
- OnePlus 7 Pro and Xiaomi 9T Pro output 8 FPS 128ms, but Samsung Galaxy Note10 output 27 FPS 37ms
- Sorted from slowest are Subscene 10 (8fps 128ms), 16 (24fps 43ms), 17(46fps 22ms), and 9 (43fps 23ms). Tested with Xiaomi 9T Pro
- User mentioned that he expects to get 60 FPS on all Subscenes with Xiaomi 9T Pro (Snapdragon 855)

  1. Resolution Note:

    We have investigated the issue and it looks like the content is not the same.

    With 1.0, the EntityCreationAPI scene is rendering 12 million triangles. With 0.5, the scene is rendering only 120 thousand triangles. This is because the scene has been improved to use multiple meshes (cube, cylinder, capsule, sphere) instead of just cubes like in 0.5.

    When 1.0 scene is changed to only render cubes, it's actually about 1ms faster than 0.5 on total frame time.

    Due to this we are closing this issue.

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