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iPad Performance
I need my ipad(or ipad2) game to work for about 80k~100k tri(s) and 240~280 draw calls in 24fps. Is this performance Possible in unity3D for iPad??? If not possible, please let me know your game's maximum performance(tris and draw calls) in iPad or iPad2. I am very serious about that. ;;;
Thanks in advance.
There is more to it than that. Transparency/overdraw is the biggest killer on iOS, then draw calls, then tris. The trouble is you can do cleaver things with shaders and textures to reduce or balance these aspects of performance. The only true way to get any game to run on a platform is just to get the hardware and optimise.
Answer by Jean-Fabre · May 16, 2011 at 11:26 AM
Hi,
You can't really compare ipad 1 and 2 in terms of perfs. There is a world between the two. Depending on your budget, I strongly encourage to check for your ipad generation and adjust the quality and content accordingly to benefit from the ipad 2 power.
If the 240 drawcalls are actually achieve after careful analysis and design properly for in low po modeling and virtual rendering engines, then you are in trouble. If this is a game scene, then you should play with occlusion culling to only show render the necessary, if you have a centric application only viewing all them tris in a single view, then you need to optimize. I am speculating here, but these figures generally comes from engineering drawings or architectural drawings. If that's the case, you are in for some extensive work in your favorite 3d modeling software.
We achieved 34 drawcalls and 22K tris running at 20 fps on a scene ( mechanical assembly) that had originally a stupid amount of tris and drawcalls. I am by no means an expert but few rules and careful analysis made all the difference between the impossible and the feasible. Texturing, baking details, Custom shaders ( Antony is right, shaders are critical), re-modeling of parts, decisions about what's important, what's not, decisions about the look and feel, optimization of content when not seen, hidden, or far away. And testing, testing testing, is the way to go.
Bye,
Jean
Hey $$anonymous$$,
Are those numbers for iPad2 or iPad1 that you're quoting in your response (22k triangle, etc.).
Thanks!
If they are from ipad, that must be a 2D game with alpha and some serious overdraw. Otherwise you can push much more raw data wise but the problem is such numbers are worthless as the Fillrate limitation of iPad and 4th gen devices makes pure "drawcall / tris" numbers beco$$anonymous$$g unimportant as the pure number of pixels drawn per frame (alpha / blending stuff means the same pixels get drawn multiple times) will become your major bottleneck normally. Your case should be reachable though not with that numbers of drawcalls but I'm sure you can opt those to be far less, its just a matter of atlasing
If they are from ipad, that must be a 2D game with alpha and some serious overdraw. Otherwise you can push much more raw data wise but the problem is such numbers are worthless as the Fillrate limitation of iPad and 4th gen devices makes pure "drawcall / tris" numbers beco$$anonymous$$g unimportant as the pure number of pixels drawn per frame (alpha / blending stuff means the same pixels get drawn multiple times) will become your major bottleneck normally. Your case should be reachable though not with that numbers of drawcalls but I'm sure you can opt those to be far less, its just a matter of atlasing
Thanks for the feedback Dreamora. If you have any resources for atlasing, I'd really appreciate a point in the right direction.
I see you're on this link, http://forum.unity3d.com/threads/33020-Textura-Atlas-and-Combine-$$anonymous$$esh-Basics . Is that what you're talking about?
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