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Question by locus84 · Jul 03, 2013 at 07:54 AM · iphoneoptimizationdrawcallsbone

Few questions about optimizing graphic performance for mobile devices.

First of all, sorry for my bad English.

There are several questions about optimizing graphic performance for mobile devices.

I've searched about those, and got answers, but I want to confirm.

  • I have 3D model resources for desktop standalone those have more than 60++ bones. For optimizing animation, I've tried both of reducing existing bones in 3d models and reducing animating bone datas in animations. Which is better? I couldn't notice any differences. In documents about iphone optimization, reducing both are good. But that means a lot of converting works for me....sadly.

  • How many triangles per character can I have?(for example iphone 3GS) Documents says about 300 to 1500 but the range is too wide. Or can I get acceptable count of triangles per a frame or a second?

  • If I set smoothing groups in 3d max, does the number of triangles in the model increase? Or only vertexes?

  • I found something weird operation about mipmap. That's when I run my project in iphone, the quality of textures gets very low. But not in editor. When I turn off generating mipmap in advanced texture setting, it doesn't occur. My question is, how can I solve this problem? Or if I cant, turning off mipmap generation affects my game's performance?(it's top-down view)

  • How many shaders can I have in a view simultaneously? For now, I'm using 3 built-in mobile shaders.(diffuse, particle - addictive, particle - alpha-blended)

  • If I plan to use occlusion culling and dynamic batching in iphone, does it better have seperated environment props?

  • Why alpha-tested shader is expensive than alpha-blended in mobile devices????(Personal question)

    Thank you for helping me!

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Answer by moghes · Jul 03, 2013 at 08:24 AM

well my fried the only weird thing is that you can't ask 10 question in a single question specially different subjects. Ask a specific question about vertex/triangle count, an another one about static/synamic batching, and an another one about shaders ... Or else make a nice post on the unity forums like "Different issues about game performance" or something like that.

For helping you, I will post a few link, just read them and for further research make a post on the forums.

I asked your question to google, and got these Here you go:

http://www.paladinstudios.com/2012/07/30/4-ways-to-increase-performance-of-your-unity-game/

http://gamedev.stackexchange.com/questions/45433/unity3d-draw-call-optimization-static-batching-vs-manually-draw-mesh-with-mate

http://melgeorgiou.wordpress.com/category/unity3d-tutorials/unity3d-optimization-techniques/

http://forum.unity3d.com/threads/52130-M2HCulling-Optimize-your-game-culling-system-for-Unity

http://docs.unity3d.com/Documentation/Manual/iphone-PracticalGuide.html

good luck

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avatar image locus84 · Jul 03, 2013 at 09:49 AM 0
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Thank you for the links. Very true, I'll take more time and post each of them into seperated subjects! By the way, these are really helpful links.... I've searched it too but, guess I can get more information via google. Thx again!

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