Does a single 2048x2048 map run slower than if it were split into four 1024x1024 maps? Or is it the exact same performance hit?
And if it is the exact same performance hit, why does Unity set the lightmap baking to 1024x1024 by default? Why not default to 2048x2048?
BTW, my app is targeted to iPad2 only, so I am only wondering about performance there.
4x 1024 will be slower.
default is 1024 because 2nd gen can’t support 2048.
And have you actually even coded for an ipad2? if you had, you wouldn’t even worry about performance.
No I haven’t coded for an iPad2 actually. The company I work at still only has an iPad1 to use for our tester… I am in the process of pushing them to get an iPad2.
Is the iPad2 really that much faster graphically?
Also, do you, or anyone, know if there is an actual frames per second performance gain by using 2bit PVR compression rather than 4bit? Or does using 2bit only save on memory?
ipad2 pretty much matches the numbers apple claim in performance in unity 3.4. It’s like a mid range desktop from 2002-2004.
Stop planning and start coding.
PVR only matters when texture bandwidth is causing the slowdown. I suspect you would need a couple of 2048’s on screen to slow down ipad1. You need to test. PVR only matters if there’s too much texture data to shove down the pipe without slowing down. So testing is required.
By slowdown I mean its dropping under 60fps.
we had an optimized app running at 30-35 FPS in iPad, it runs at 60 FPS in an iPad2 and it never hitches