Hi all,
You know we see tris count at stats window.
When is it dangerous for an android game tris count wise?
How many tris, A mid or high range android phone can handle?
Thank you.
What kind of game is it?
Mobile hardware varies a lot. Without knowing what kind of game you want to make, it’s hard to say what’s appropriate.
does it really matter? But it uses pbr textured detailed models.
I think what you will find is as long as you do your best, you should be able to keep vertices to a maintainable level for mobile. It really really depends how modern of mobile devices you support. Any device with a modern gpu in the last few years, you will be fine with as far as vertices. Should be able to support a few hundred thousand triangles or more no problem, with lots of stuff on top of it. What you will find is that filling the screen (ie, pixel shading), is way more substantial in terms of gpu usage. Modern mobile screens have a lot of pixels to fill, and using fancy shaders will really hurt you if they are not well optimized.
I would recommend you use something like xcode gpu capture to really profile your app and find the performance hogs. You will be able to break down performance and see what is taking the most amount of time (vertex shading, pixel shading, etc)
thanks a lot
How do I use xcode? and more importantly what actually is it?
Xcode is Apple’s own IDE for creating macOS, iPadOS, iOS, watchOS and tvOS apps. You’ll need a Mac system in order to download and use it.
Unity has its own Frame Debugger: Unity - Manual: Debug frames in Unity
You could also use third-party ones like RenderDoc, which also supports Android.
Yep, it does.
Example: The polycount for one fighting game character, would be a bad idea for a single character, in an mmorpg type game, where there are hundreds of characters on screen etc.
what about profiler…