Does Overdraw Mode in Apple Silicon Macs Show the Actual Mobile Overdraws?

I’m developing a mobile game in Unity 6 with URP and want to see the overdraws that the game causes on mobile. I’m using a MacBook with Apple Silicon and was wondering whether I can see the actual overdraws or not in my Macbook. Because Apple Silicon uses TBDR (Tile Based Deferred Rendering) just like mobile devices, so, if I turn on the overdraw mode in the rendering debugger mode, would I see the actual overdraws that the mobile devices have to render or something different? If I can see the actual overdraws, it would be awesome since those platform-specific debugging tools don’t work well with the Apple Silicon.

Hi :slight_smile:

Overdraw mode on Apple Silicon Macs should provide a view that’s very close to mobile devices. It’s a bit like the difference between high-end and low-end on other architectures where different core counts, different memory configurations can produce different work distributions.

For the most precise insights, testing directly on the target mobile device with Xcode’s debugger is recommended. But still, the Rendering Debugger overdraw mode is a good tool to start with optimizing.

Best,
Oliver

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Hi Oliver! Thank you for your answer!

It’s wonderful that we can test the overdraw state of our game on our PC. Should we still avoid overdrawing as hard as we used to not cause throttle on fillrate or is there something different with URP that makes it faster to handle overdraw?

And why does the overdraw I see in the Editor change depending on whether the objects are static or not?