Hi,
I run an empty scene just for testing and the internal profiler (not the one with the Pro version) reports avg: 33.3 frame time.
Why does it need 33 ms to display an empty scene. I am testing on a ipod 4 touch, using Unity 4.1, build using iphone only deployment, fast but no exception in script call optimization and .net 2.0 subset.
Attached is the output of the profiler.
Thanks in advance
Dimi
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iPhone Unity internal profiler stats:
cpu-player> min: 1.4 max: 4.3 avg: 1.9
cpu-ogles-drv> min: 0.0 max: 0.0 avg: 0.0
cpu-present> min: 1.2 max: 5.3 avg: 1.9
frametime> min: 26.8 max: 38.5 avg: 33.3
draw-call #> min: 0 max: 0 avg: 0 | batched: 0
tris #> min: 0 max: 0 avg: 0 | batched: 0
verts #> min: 0 max: 0 avg: 0 | batched: 0
player-detail> physx: 0.5 animation: 0.0 culling 0.0 skinning: 0.0 batching: 0.0 render: 1.0 fixed-update-count: 1 .. 2
mono-scripts> update: 0.0 fixedUpdate: 0.0 coroutines: 0.0
mono-memory> used heap: 217088 allocated heap: 262144 max number of collections: 0 collection total duration: 0.0
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