Profile and Optimize FPS in low-end devices with the URP (Unity)
Disable post processing, SSAO and enable target frame rate to optimize FPS count in the Universal Rende Pipeline, for low end moible devices.
References
Table of Content
- References
- Table of Content
- Connect Devices to the Profiler
- SSAO and Post Processing
- Target Frame Rate
Connect Devices to the Profiler
- Enable
Development Build
in the build settings, to allow the profiler to find and connect to running players.
SSAO and Post Processing
Screen Space Ambient Occlussion
andBloom Post Processing
were taking a toll on the performance.- The first step is to disable these.
Target Frame Rate
- A portion of the frame is still taking long, but there doesn't seem to be anything in particular causing it.
- Profiling the GPU is not available for this device, so that is not of much help.
- We can try setting the target frame rate to test if the engine can actually achieve the desired fps.
1private const int TARGET_FRAME_RATE = 60; 2 3void Start() 4{ 5 Application.targetFrameRate = TARGET_FRAME_RATE; 6 SceneManager.LoadScene(1); 7}
- Finally, the desired 60 FPS goal is reached.
- From now on, profiling early and often will be key to identify changes that could introduce low performance.