I have recently decided to upgrade to Vuforia 6.2.10 and also update to Unity 5.6.1f1. I am currently working on a project for our customer, however I have encountered a big problem with the above mentioned setup.
Description:
When the application runs on the Unity editor in Windows it is really smooth and everything works as expected (also tested on the Unity profiler). When the application is built for an Android device the fps drops to 10-20 depending on the device. Using the Unity profiler to look at the problem in more detail (see attached photo). I have noticed two big issues:
There is an unknown process called: Unaccounted time between: InputProcess and InputProcess
There is a known process causing big lag spikes, lowering the fps called: Graphics.PresentAndSync
In the photo you can see those two processes combined are taking in total 70% (sometimes more) of the device's CPU power. I did not have this issue with previous Vuforia versions.
Could you help me resolve this problem?
Steps to reproduce the issue
Update Unity to release: 5.6.1f1.
Create an empty project (3D).
- Delete the Camera and Light from the scene (to make it completely empty).
- Download and import Vuforia SDK version: 6.2.10.
- Drag the AR Camera prefab into the scene in Unity.
- Enter the license in the Vuforia configuration in Unity.
- Build and Run on an Android device.
Android devices tested
- Lenovo k3 Note (~13 fps).
- Xiaomi Redmi 4A (~15 fps).
- Samsung Galaxy S5 (~20 fps).
- Lenovo Phab 2.0 Pro (~30 fps).
PS: There is a very similar issue on the Vuforia dev. forums, however the solution offered did not help. The post can be found here: https://developer.vuforia.com/forum/unity-extension-technical-discussion/graphicspresentandsync
PSS: Quality settings for the project are as low as possible.
