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Question by cloud_zero · Jan 06, 2011 at 03:04 PM · iosslow

unity with OpenGL ES2.0 is really slow on iPhone4...

a scene with 1.9k Triangles and 2.4k vertex totally,really simple.VertexLit for all materials. only one spotlight.

With "Target Platform" setting to armv6(OpenGL ES1.1) and "Target Resolution" Setting to Native(I want to 960x640 solution.) It run 30 fps on iPhone4.When I change "Target Platform" to Universal armv6+armv7(OpenGLES1.1+2.0),the fps drops down to 10fps. In the instrument the fillrate is 100% (Renderer Utilization).What happend to programmable pipeline on iPhone?

I have also played infinity blade on iPhone4.Does any one know wheather it uses ES2.0 or just ES1.1?(It works only on SGX, I think it should use ES2.0...)

Thx

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avatar image Justin Warner · Jan 06, 2011 at 03:41 PM 0
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Can you edit so it's not coded?

avatar image cloud_zero · Jan 06, 2011 at 04:13 PM 0
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sorry,I just input 4 spaces to make the output nice.I re-edit it :-)

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Answer by Justin Warner · Jan 06, 2011 at 03:46 PM

http://www.ipodtouchfans.com/forums/archive/index.php?t-326546.html

That's to the es2 question, yes it does use 2.0.

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avatar image cloud_zero · Jan 06, 2011 at 04:15 PM 0
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yeah,after I posted this question I found it should use ES2.0 for lightmap and bumpped and specular effect:-)But Why using built-in diffuse shader make iPhone4 with high resolution so slow?

avatar image Justin Warner · Jan 06, 2011 at 06:17 PM 0
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Well, I'd search in to the power of 2's... It was interesting to me, and I think it might explain it a little bit... But yeah, I'm not an expert at this, so maybe someone else will post further help.

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Answer by Graham-Dunnett · May 24, 2011 at 08:57 PM

OpenGL ES2.0 uses more advanced shaders. Use the new mobile shaders we added at Unity 3.2.

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