dib's rants (iPhone Edition)

:arrow: wrong.
“before” i(we) have to do this “first”:

1.BUY the most expensive MAC
2.BUY Unity PRO
3.make the game
4.pay $99 for Apple
5.BUY iphone license
6.BUY iphone

and just after all these steps(it´s simple just for you!),I find “that”
unity with all these limitations > maybe? < does not have good performance with iPhone?
I doubt that anyone here serious about 3D will accepted less than 30 fps and just “take the risk”.

Eh? You don’t need to buy “the most expensive Mac” nor do you need Unity Pro. Nobody can tell you what the frame rate for your game is going to be because it depends on what you do. The primary limiting factor is the hardware, which is nice for a phone but it’s FAR from a desktop. If you’re looking for a guarantee that you’ll get 30fps, it’s not going to happen, because it depends on you. You can write games that run well, or you can write games that run badly if you do things wrong. Understand?

–Eric

Make a good game and you will recoup these costs in the first DAY of sales in the App Store. The App Store is a gold mine:

iPhone Developer: I Just Made $250K From App Store In Two Months

Most other 3D companies would charge you a US$10K licensing fee per title, so I’d quit complaining and get developing.

I’m willing to take the risk, it might sound odd but optimising 3D models is a great challenge. I’m looking forward to seeing what I can squeeze out of the iPhone/Touch.

If you are really this concerned about how well Unity will perform on the iPhone, then you should hold off buying it at first and instead monitor this forum to get other developers’ feedback on how it performs and maybe even buy a few Unity-built games from the App Store (once they begin showing up) to actually experience them first hand.

30 frames-per-second isn’t always the most important thing. For instance, if it is a puzzle game (like a match 3 game), then 15 would be fine.

just if i do things wrong?
depends just on what I do?

wrong.
optimization isn’t the problem!

it depends on the performance of the engine I choose

each one of these fóruns (Shiva,itorque and here) has its own list with limitations

I can choose the engine with best performance and less limitations
and write games that run well with much more stuff!

I can choose the engine with worst performance and many limitations
and write games that that run badly with much less stuff!

I agree
So is the only thing I can do.

good luck!
I swear i will buy your game,BUT please put “show fps” option for test and check the performance.:lol:

The final performance of the game depends on several factors:

  1. the hardware (iPhone)
  2. the software on the hardware (mostly iPhone graphics drivers)
  3. the technology you use (Unity)
  4. what you are doing (your game)

In this case, 1) is fixed can can’t be changed no matter which tech you choose. 2) is mostly fixed (i.e. it potentially can only be improved by upgrading to new iPhone OS), again no matter which technology you choose. 4) totally depends on what you’re doing. And yes, 3) is the “overhead” of Unity, which we try to minimize as much as possible. In my opinion, you’re most likely to be limited by points 1), 2) and 4), and not by Unity itself.

Answering your question (which is actually about 3rd point) is quite impossible. You ask, “what is the overhead of Unity?”. How can that be answered? “Three kilograms”? :roll:

I expect that it actually pretty much is. Unity is a known entity and runs fast. Do you think somehow the Unity guys forget everything they know and make something that runs badly on the iPhone? I seriously doubt it.

There won’t be an option for this since you can already do that with a simple script, which is on the wiki if you want to take a look.

–Eric

this is the main concern for any developer who knows very well that iphone is not PSP/DS.

in my opinion I’m limited by Unity itself

first,I’m just here to test the iPhone verson!

BECAUSE unity is SLOW as HELL!!!
to play any simple small casual unity game you need:
the fastest computer/QUAD CORE and GT8800 GTS

I need all this to play crisis with all shaders on!

and you? :sweat_smile:
what do you need to play those Unfinished games in the showcase? the fastest computer/QUAD CORE and GT8800 GTS? :lol:

one click button = windows game?
where are the gooball for windows?
why people can´t see and can´t test GooBall in windows before thinking about buying unity?

one click button = windows game?
where are the 3d platform tutorial game for windows?
why people can´t see and can´t test Lerpz in windows before thinking about buying unity?

one click button = wii game?
where are the official unity demonstration wii 3D game?

[quote]
Unity is a known entity and runs fast
[/quote]where? here? :lol:

Troll alert!

Do not waste your precious time! :wink:

See: http://forum.unity3d.com/viewtopic.php?t=9288

Second chance missed, I guess …

as i said
I’m just here to test the “iPhone” verson!
I don´t changed my name and i continue with the same opinion!

so what is your problem?
can´t you read?

can´t i think differently from you?

[quote=“”]

Nope, sorry, it has anti-dib code in it, so it runs “slow as hell” on your computer, and only yours. On every other computer on the planet, it’s very fast, but UT decided they don’t like you for some reason, so they made it run slow on your computer. Sucks to be you!

Thinking differently is fine, but you write factually incorrect things. It’s not a matter of opinion; you are simply wrong, and SO wrong that it’s probably for malicious reasons. I won’t be replying to you any longer since it’s just adding noise here–PM me if you want to talk more.

–Eric

Not wrong. You asked how you would know your final frame rate of your content, and I told you how to do that. Sure, if you want to provide a shopping list of things you need to follow the steps I cited then so bet it but that doesn’t alter the fact that you won’t know until you build your particular content and try it on the device itself.

Why are you quoting a post of mine, made in response to a post made by someone else that was in fact doing some name calling? :roll:

http://forum.unity3d.com/search.php?search_author=dib

Actually I don’t think dib is a troll, he’s just immature.

The problem with a lot of the Unity demos you’ll see out there is that they’re not optimized for lower-end machines, so they’ll run slow on older hardware. Heck, my Manta game doesn’t run great on older machines (as it is right now) and it’s intended for the iPhone. It does however run quite well on everything I’ve tested on (including five year old PCs, and Macs with integrated graphics) before I’ve done any real testing on target platforms or done any optimization. And I happen to know that Unity stuff runs very nicely on older machines once you put some effort into it.

One of the major problems with the Unity tutorials is that they’re intended to double as demos. I think the tutorials should be built with “rough and ready” art and be kept simple. Demos can be polished tutorials, but it’s important not to confuse the two. As such, the tutorials often include a lot of eye candy which can make Unity look like a slug.

The interesting thing about Unity is it’s very easy to tack on hardware intensive eye candy that makes your game look 5% better and run 25% worse on bad hardware. The problem is that you’re probably using a very beefy machine to develop on and you don’t notice.

In some posts, dib compares Unity unfavorably to Blitz3D (for example). I love Blitz3D, and it does run lean and mean, but the reason it might seem superior in performance to Unity is that you build everything in Blitz up from scratch; nothing is free or even very easy. So a typical Blitz3D demo contains only the bare minimum to get the point across. No-one is going to add a ton of particle effects, reflective water, or complex boned models to a Blitz3D demo unless that’s the whole point of the demo. Last I checked, Blitz3D couldn’t handle weighted meshes at all, it just assigns a weight of 1 to the highest weighted bone. Most animations you’ll see in Blitz use older MD2-style models anyway – the workflow to B3D is still not smooth.

Oh well, I can’t resist…

possibly, certainly strongly opined. :slight_smile:

The question of trolling arises when any poster repeatedly expresses a strong affinity with a competitive solution, with focus on how the discussed solution doesn’t and cannot meet their needs.

dib, your experience with performance with Unity in general is both your own (which makes it valid) and usage informative (from that experience). You have stated that the Unity 3D engine requires, in your experience, the same resources as the Cry2Engine, as implemented in Crisis. The implication is that Unity uses the same resources without achieving the same level of playable and visual effects. So, two things emerge, one, if you are to use Unity 3D for a project you already know the target market, and penetration rate of equipment necessary to facilitate your product. Secondly, you have a clear alternative if you desire the additional effects.

Agreed. But demo or not the runtime experience is tied to many factors. To dib, or anyone else who examines Unity 3D (or any other commercially available game engine), and finds some portion lacking. As a consumer, or potential consumer, you are wise to explore all possible limitations prior to committing. However, for the sake of those who are already committed to a path, let’s be clear, Unity 3D is A product which MAY produce games of any caliper with varying levels of time and other resources. This holds true of any game engine (commercial, opensource, or custom developed). In fact, the majority of the game industry has, for some time, sacrificed performance for ease of development and maintenance. This holds true for much of the computer related development in all fields (with some notable exceptions).

If, for example, you desire performance at it’s maximum, then you should build a custom engine in platform specific assembler for your target environments. That is not an extremist comment, it is a statement of your needs. With deployments for Windows and Mac, neither of these are real time operating systems, and impact the executable performance of your solution. The impact increases based on the number of processes enabled by the OS, and end user. Removing the target OS entirely and focusing on hardware will produce more consistent and higher performance results. The same can be said of the iPhone as well.

My point in this is, there are many ways for any of us to create our envisioned product(s), being overly pointed about the short comings in any product should be a trigger for anyone to move on to explore solutions that better align with our goals.

Thanks,

Galen

Cool you gave in to the temptation. That was actually quite an interesting read :wink:

And kudos to the forum moderation - “iPhone Edition” really made my day :wink:

He he, the internets is funny :slight_smile:

immature is talking without knowing of things
so go back and check right.

any serious developer´s target are FIRST > low end graphics cards!

I have here a FX5200 to test all my game(s)
and with blitz3D i can do EVERYTHING THAT I WANT and i never see frame rate under 60(POINT)
with blitz3d i can make games = rayman 2 with lots of
stuffs! and FAST! that run in any computer and gfx card.

unity can not do the same!

YOU DON´T NEED a 8800 gfx card and QUADCORE to play small simple games or a little better with some shaders OFF.

can you see my ponit?

as i said AGAIN,i´m here just for the iPhone fever

for others platforms i´m very happy with my choices
and each of them are FAST,FAST and FAST in the wrost and best card.

unfortunately “yet” these engines can´t port to iphone.

I bet I can! Which one is she??? (Mine is the orange kitty cat! :smile: )

94527--3680--$my_little_pony_101.jpg