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Why is Base pass rendering and other stats worse on iOS compared to Android?

![alt text][1]I am making a 3D mobile game using UE4. On an Android device (a 1st-gen Moto G), I can get around 30FPS, while on an iOS Device (iPhone 5), the performance is sluggish (around 10-15FPS). Calling "stat scenerendering" revealed that my base pass rendering, Dynamic Primitive Drawing and RenderView Family stats are way apart. On Android, it's ~10ms, while on iOS, it's around ~300ms! Why is this so, and how can I mitigate this problem?

EDIT: attached are screenshots showing the scenerendering stats for each platform

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iosstats.jpg (2.6 MB)
androidstats.png (178.8 kB)
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asked Feb 18 '15 at 05:43 AM in Rendering

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neegool
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avatar image Ravlek STAFF Feb 26 '15 at 03:55 PM

Hi,

We looked at your stat images and something strange has to be going on as it just doesn't make sense to us as Android and IOS utilize pretty much the same path for ES 2 rendering. Can you try to get a capture of the CPU utilizing the Instruments program on the Mac? That should give you a better idea of where all of the time is being taken up.

-Pete

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