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Question by brandon1 · Feb 16, 2011 at 05:13 PM · iosparticlesalphablendingoverdraw

Large particle overdraw on IOS

Ok, so I get that doing alpha blended particles that cover 30% of the screen is bad in general because of the overdraw, but my instance seems to not make sense.

here is my instance

  • iPad using iOS 4.2 sdk, targeted 3.0
  • One plane with a single shader and a 1024x1024 PVRTC 2 bit texture
  • 10 alpha blended particles with a constant force (covers 30% of the screen)
  • 20% of the frame covered by kinematic rigidbody planes (12 total)

    1. Framerate at 20 with particles

    2. Framerate at 300 without particles

    The game's graphics are very simple or I wouldn't think of doing such large particles. Profiling has pointed me towards overdraw. WHYYYY does it lag so much, I can understand the framerate dropping even by half, but I've never seen 30% overdraw kill the FPS so badly. Any suggestions?

    Notes:

    • There are no issues with it running in the editor
    • I tested running 3000 particles using the same material at 1/15th the size, got a framerate of 40

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    avatar image Eric5h5 · Feb 16, 2011 at 08:23 PM 0
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    Well, naturally there aren't any issues in the editor, because the graphics card you have in your computer is probably 100X more powerful. I think you answered your own question though: avoid overdraw where possible. Also you could try more optimized shaders, such as the new ones in Unity 3.2.

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