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Question by PandorasKeyboard · Dec 01, 2015 at 02:38 PM · tabletpolygon-countipad3

Polycount for iPad Air 2

Hi,

I'm just starting developing an app for the iPad Air 2. The app will only be used in one company only on their specifically bought iPads.

I'm doing the 3D elements which are various detailed buildings. To be shown one at a time.

I was hoping for some advice on what kind of polygon count and texture sizes I should be aiming towards. Of course I'll find out what it can and can't handle when I begin testing. Though I haven't used much unity before so was just looking for someone to give a good starting ground.

Cheers,

Jason

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Answer by D3luxe · Oct 21, 2016 at 07:13 PM

I have a similar sort of task right now - building an app for a company who is only going to be hosting the app on their Air 2's. A lot of it will depend on your shaders and lighting, but I can say that right now I have 20 million tris displayed, with 1 realtime direction light and a few baked reflection probes. My shaders are mostly basic, only a couple even have normal maps right now, so I can't attest to textures.

Poly count though, you have a good amount of room. The 20 mil tris starts to lag a little bit when quickly spinning the camera around it. We're aiming to get ours down to around 5 mil.

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