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Is Cloth component's overhead affordable for mobile MMOs,if added to many characters in scene?
We would like to utilize Cloth component on some lower parts of a gown or dress,or pendulous cloth on some characters(as showes with green highlight of the attached image),but I didn't know how much it would effect the performance if there are many such characters in a scene on a mobile platform like iOS or Android.
Answer by Cameron_SM · Feb 22, 2017 at 08:46 AM
There is no realistic way anyone can know the complexity of your game, anticipate your target devices and give you any kind of meaningful answer.
When facing an issue like this, the only real way to obtain an answer is to build a test and profile it on the target devices you require. If you don't already have a scene that reflects the desired static geometric complexity (buildings, environment), and has the desired amount of animated characters available then you're worrying about optimisation way too early.
Always remember, premature optimization is the root of all evil.
Agreed, I've had 500 objects all with scripts and particles in a scene, and zero lag on mobile devices. Add a slightly complex skybox shader and it was unplayable.
Best answer is: You never know till you try. Software development is a unique field, in that there is no absolutes, just poor ways of doing things, and better ways of doing things.
O$$anonymous$$,got your idea,guys,thank you.I am trying to get some empirical ideas because we need to plan the art assets creation workflows and principles beforehand,and I thought as Cloth is a regular component,maybe many $$anonymous$$ms have already created some similar implementation so they could offer some general ideas(not explicit statistics of course).But what you guys suggest is meaningful.$$anonymous$$aybe I should request my $$anonymous$$m to specifically test massive cloth implementation's overhead before we make the plan.
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