I’m trying to find some guidelines as to what level of performance / capability is possible from Unity for various iOS devices.
For example - a “blank” unity project with a single small static 64x64 textured plane on screen runs at between 25-30fps on an iPod Touch 2G. With 80 identical instances of this (fill the visible area), the thing drops down to 11fps which is kind of horrible. 11fps and only 80 tiny textures on screen? I expected an awful lot more, even on this slightly old iPod.
Would be grateful for any info on this kind of level… even if it’s “Forget Unity on old devices” or something.
TIA.
use the on device profiler you enable through the define in AppController.mm to get to see where the frametime is lost.
might all kind of stuff be for example if your quads can’t batch then it will kill it as you have 20-25 drawcalls on pre 3GS device, independent on how large they are. Also if they are using a blending material and alike they will potentially be causing overdraw issues.
I have a released game that runs at 60fps on an iPod Touch 1G, so there is no need to “Forget Unity on old devices”. I use a very optimised shader where I can, the Texture Only one from the Unify Community, and have 4-6 draw calls plus one for each particle explosion (rarely more than 3 at a time).