AngryBots and draw calls

Hey,

I consistently read about to reduce draw calls for mobile game under 30. And now i ran AngryBots and took a look at the draw calls. They’re around 100 at the first shot of the scene. Perhaps even more when shooting and explosion stuff occurs.

So how is that 100 draw calls with that many detail is running so smooth? I dont even want to imagine how many draw calls and tris count can higher end smartphones and tablets run.

I tested it with SE Live with Walkman (not rooted) with ICS 4.0.4. No texture compressions with minimum API level set by default on 2.0.1. It ran great. Several times i experienced fps drop but nothing major.

Overall, i’m impressed with that demo and will not bother keeping the draw calls count under 30. I’ll simply add detail to my scene until i experience fps drops. Hopefully that will happen at around 100 draw calls and 30k tris count :slight_smile:

What is your highest number of draw calls and tris count you had on your game? Also i’d like to know about your “Used textures” memory and VRAM usage.

In my working company, which creating mobile AR experiences for commercial product. The draw call can go even up to 200 and 80k tris per scene.
But it depends on the level of support of your app. If you are targeting the high end devices this is not a big problem. But you want it to run smooth(@15fps) even on a 600Mhz ArmV6 device with a GPU the you need to work very hard and tough on your assets.

200DC and 80k tris…that is a nice number. I’m targeting above ARMv6 and 800*480 and larger resolutions. So far i’m testing with SE LwW but the screen is too small for what i want to accomplish.

I don’t know “quality standards” your company has, but 15 fps is everything but “smooth”. Smooth is 30fps minimum. Everything below that is choppy and slow.

I remember that our first test project to get familiar with Unity3d run at less than 10 fps with 100-ish drawcalls on HTC Desire (Adreno 200 GPU, 800 Mhz). After reducing the drawcalls to less than 35 (most of it coming from OnGUI stuff) it run with 30-50 fps.

For an AR application 15 fps isn’t that bad given the fact that most APN doesn’t display much more while filming, it’s not what we can call “smooth” of course but in this particular case it seems like an expected number.

Hi, many of my scenes has about 30 drawcalls but 120-170 k tris. It runs on my Chinese tab Ployer MOMO9( armv7, 512 mb RAM, 1,2 GHZ, Android 4.03 480800) on 58 fps and same scene runs on my galaxy ace ( ARMv6, 278 mb Ram, 480320 screen, 800 Mhz) on 30 FPS.

be aware that angry bots drops a lot of detail for mobile so draw calls seen in editor aren’t accurate.