There are a number of Android apps that claim to be optimized for Tegra 3, that enable special features on Tegra 3 devices. I understand some of that is just smoke and mirrors, enabling shaders that would work on any device if it detects a Tegra 3, but are there any good optimizations to make on a Tegra 3 device? I’ve read that it’s bad to use lots of Vertex-lit shaders on a Tegra 3, is that true?
And Tegra 3 uses CSAA for its hardware anti-aliasing, is there a way to enable that in Unity?
And Tegra 3 uses CSAA for its hardware anti-aliasing, is there a way to enable that in Unity?
the AntiAliasing in quality settings is tegra-aware, as in: if it runs on tegra it will try to create CSAA-ed display buffer (when you enable AA).
Though it is very complicated inside, yes 8)
Also, i would say there are 3 points to this optimized for XXX:
Take care of caveats/peculiarities etc. Most of stuff is handled by unity i would say
Take care of shaders - this one is hard as you need to know hw and write your own shaders. I would say you should go there only if you are brave enough 8)
Enabling features/gl extensions that exists on the platform. You need to read docs and match to unity release notes/docs, to check what’s going on. The quick example (out of the top of my head, as i did implement it recently) - we’ve added support for GL_NV_draw_buffers + GL_NV_fbo_color_attachments, enabling MRT on newer tegras. But we did it transparently, so maxMRT (or whatever it is called) will be properly reported. So you just need to check to know if it is here