Optimizing AR: how to extend battery life and avoid overheating
summary
Unity Profiler shows CPU spend and a physics-heavy demo drops from ~19.5 ms fixed-step spikes to ~4–8 ms after three changes: clamp render to 30 FPS via Application.targetFrameRate, set fixed time step = 0.0334 in Time Manager, and render at ~50% of native resolution with Screen.SetResolution. These three edits are one-line or editor settings, materially reduce frame time, extend battery life, lower device heat, and reproduce real-world heating issues if test devices keep phone cases on.
AI-written summary · about
chapters (6)
related talks
37mUI profiling in examples. Where is my bottleneck?
51mImproving game performance with Android Dynamic Performance Framework
47mA Thousand Cuts Down to 5
23mOptimizing your mobile VR game
58mUE4 Performance and Profiling
45mHigh performance in Android
45mFinding and Fixing Performance Problems
07mDebugging RN Android Performance
