How to increase performance on android?

I have tested one of my projects and I disabled nearly everything in my game. Just some quick notes about my setup:

  • The entire scene has less than 5000 polygons

  • The sky has been replaced by a big sphere with unlit material, using only a constant3vector connected as emissive color.

  • All other materials I use have only a constant3vector connected to the Base Color

  • Engine scalability settings are all set to low

  • Mobile HDR is off

  • The scene contains a character with a character that moves around. It has a camera attached to the root. I disabled all effects in the camera.

  • It runs with ~10-15 FPS on Nexus 7 2012

  • (The character has an event tick, it adds the movement input)

  • I do not use draw calls

  • On the device, the materials all black (I use a station directional light)

Is it supposed to be like this?

I have found this website of the older unreal engine:

UDK | StatsDescriptions Command Descriptions

I typed in all the stats and this what I have got: (after disabling the only event tick in the character blueprint)
stat canvas - min 9 max 17 ms

stat engine -
frame sync time : 41 - 57 ms

GameEngine tick : 26 - 34 ms

stat game :
tick time: 10 -15 ms

world tick time: 11-15 ms

stat initviews: view relevance and view visibility: 2-7ms

stat physics: (all) 3-7ms

stat scenerendering: base pass drawing: 46-54ms

staticdrawlist drawing 47-56ms

renderviewfamily 51-59ms

stat statsystem: hud group and broadcast: each 11-30ms

add to history and statsnew tick: each 15-43ms

drawstats: 21-26ms

stat threading:
game thread idle time: 43-59ms

other taskgraph stails 200-300ms

So, how can I investigate the main cause of the low fps count? I can’t decrease the camera effects further…
Please help.

Your rendering is bottlenecking, your game thread looks okish.

How many drawcalls does your scene have? (you’re not ‘not using’ them, unless I missed something funky in the way UE handles Android rendering). And have you tried the profileGPU command to see which part of your rendering process is slowing you down?

I misunderstood draw calls in the first place, sorry about that confusion. (I meant draw text/draw material in the blueprint editor, but now I see them in the stats.) Drawcount doesn’t really matter in my game, everything added up is below 350. (As far as I know, it should stay under 700.)

Btw how did you know there is a command called profileGPU? Where can I find all of them?

I used the shift+ctrl+, command and there I saw every important notes. (Same as profileGPU?). I disabled HZB, and now I have like 15+ fps. HZB took 50% of the render time, so it should be faster now.

BUT the post process effects take now 50% of all the resources, which I have turned off. I even use a postprocess volume inside the character blueprint, but it still does not make a difference, it runs in the background.

Edit: I make another topic about disabling all post processes.

check your project with this requirements:

Content Creation for Mobile Platforms

Lighting for Mobile Platforms

Materials for Mobile Platforms

Post Process Effects on Mobile Platforms

Texture Guidelines for Mobile Platforms