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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
20% of the frame covered by kinematic rigidbody planes (12 total)
Framerate at 20 with particles
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
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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