i create a simple 2d scene in unity 2017.3.1f1
I changed the size (height and width) in the Game View and proflie to see how it affects the rendering.. (below photo)
I saw that the rendering time increases by increasing size, and now if this happens when playing the game on a different resolution android phone, each The higher the resolution of the phone, the more likely it is to get gpu bound !???
And i do not understand Cpu graph in the two situations in above photo(lower GPU ---> higher CPU !!!)
I tested my game on the "huawei mate 10 lite"(android device) with a resolution of 1080 x 2160 and it looks like there is a lot of rendering time.(a simple scene with only 5 sprite renderer)
(unity dosen't show GPU profiling when game run on android device and we can't check these...)
I did all the optimizations I heard, like:
DynamicBatching, Sprite Atlas , Quality Setting , sprite Texture Comprestion Override for Android.. What can be done to ensure that rendering time does not exceed a specified limit on different phones ??