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Question by agiro · Jul 16, 2017 at 08:52 AM · cameraperformancememory

Using 2 cameras on a mobile game: performance hit?

I need to set up 2 cameras: one for the focused objects, one for the blurred ones (background and foreground). The reason why I don't want to use pre-blurred textures is that they cost memory on the long run (or, if small in size, small pre-blurred textures look disgusting).

I'd like to ask about the performance (mainly memory) hit the 2 cameras may casue? Do 2 cams increase the memory used by that much?

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Answer by tanoshimi · Jul 16, 2017 at 09:41 AM

The performance impact should be negligible. Rendering cost is determined by the number of elements drawn to the screen, not by the number of cameras used to draw those elements. So long as you set the culling masks on each camera in order to minimise overdraw, there's no reason this wouldn't work on mobile.

But, why guess? It's trivial to use the profiler to find out for certain: https://unity3d.com/learn/tutorials/topics/interface-essentials/introduction-profiler

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avatar image agiro · Jul 16, 2017 at 10:42 AM 0
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Thanks for the answers. I'm messing around in a separate object, not the real one as I fear I would break something (and I don't want to copy paste all around). However, indeed using 2 cams in an almost empty scene didn't cost more.

avatar image agiro · Jul 16, 2017 at 10:49 AM 0
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By the way I was asking abour the memory used by the application, not the rendering performance. So what I wanted to know was basically --how much memory a camera takes up in the scene--.

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