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Performance on 3D games varies on mobile APUS #13860
TheRealFame
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3D
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What's the CPU/GPU usage split on both devices? |
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So far, I've looked into solutions and the only way my device could handle it was to turn down the render scale to 50 and use separate for multi threading. Neither are fixes to the issue, And it should still be tested further. |
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I ran multiple tests and tweaks on my steam deck and laptop to figure out why the amount of nodes and they're resources bog down their hardware compared to my desktop with it's desktop Ryzen 5 and mid-range card. It seems i can never get a good answer because i can stay closer to 200-300 fps on those devices while these other one's fail.
To show it off to a community who has helped me along with the engine, i had made various attempts to reduce node counts and gather evidence of what's going on, But whatever i did no single solution made things jump both on desktop and in game mode.
For now, Ask more and i may be able to discuss on it.
Evidence:


The image above show's the defualt map with no cutting down, It does not satisfy the performance i want. But the render scale is infact 100 percent as the one below that can satisfy my needs but cuts creativity.
Again this screenshot has some tree's unseen removed, Lighting tamperd with, And the skybox basically stripped.
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