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Question by Osman T · Aug 09, 2010 at 05:20 PM · iphoneperformancedrawcalls

How does the iPhone handle draw calls?

At the moment, I'm creating my game using Unity Indy. Once I think I have enough work to start testing on an iPhone, I'll be switching over to Unity iPhone. But in the mean time, I have some questions and would appreciate it if you guys could help me out:

1:First of all, I read that I should keep my draw calls at around 30, does that sound correct?

2:Also, I want to have 15 enemies on screen, same model, same texture, same material. Will that still result in 15 different draw calls?

3:Do particles count as many draw calls or just one(or a few?)

4: If I have a very low usage of textures(almost none), no lighting at all, and VERY low poly models. Could I get away with more 40-50 draw calls?

In order for my game to play like I envision it, I will be needing to have 20-30 enemies on screen at once at times(definately not always, the usual count will be 10-15).

The way I see it now I'll have these draw calls:

1 draw call for my main player 5 reserved for my simple terrain mesh(just in case I use more than one texture) 15 draw calls for every enemy. ?? draw calls for particle effects. 5 reserved for UI. 5 for rockets/power ups. 5 for loose objects that the player will interact with somehow.

This is a total of 36..will I be able to run it at 30fps?

Thanks in advance, and sorry if this question has been aswered too many times before.

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Answer by Eric5h5 · Aug 09, 2010 at 06:08 PM

  1. Depends on the CPU speed. The difference between the first-gen iPhone and the iPhone 4 is pretty huge.

  2. If the models are under 300 vertices and share a material, then they are batched into one draw call.

  3. Each particle system is one draw call.

  4. You probably would be using no lighting and low-poly models anyway; textures don't make that much difference.

will I be able to run it at 30fps?

Depends on which device you're talking about, your code, etc.

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avatar image Osman T · Aug 10, 2010 at 10:54 AM 0
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Thank you!

What do you mean 'textures don't make that much difference?'. Is the iPhone really good with handling some textures? Or am I being a newbie here :). Thanks again.

avatar image Eric5h5 · Aug 10, 2010 at 06:39 PM 0
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@Osman T, textures generally don't make a big difference as far as speed goes. If you have a 256x256 texture on an object off in the distance, it's only computing, say, an 8x8 texture due to mipmaps (or some other size, depending on the distance).

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