iOS vert limit questions/ rendering question

hey all,

I keeping seeing very similar messages to the below:
10,000’ verts is the limit for iOS devices before frame rate suffers

Are these 10,000 verts the total amount of verts in world? or being rendered on screen? Or is this just rubbish? What kinda of ways are there to reduce amount being rendered (I know off Occlusion Culling and LODS).

I noted that when I took out my 25,000 vert world (i know, unoptimised) that my iOS game ran at a solid 60, as opposed to a 33 fps with the world geometry in there. So obviously tris/verts are a problem, but with only 7,000 verts on screen at a time, I wondered whether off screen stuff is also being rendered also?

Opinions welcome!

Bobble

There’s no such limit. It all depends on the hardware (e.g. an iPhone 1 is vastly less powerful than an iPhone 5, or it would be if anyone still developed for it), and how you are displaying the geometry: shaders, transparency, etc.

–Eric

Hey Eric, thanks for replying.

I’m using standard cubes for the world, with unlit textures. No camera effects. I was using pro antialiasing effect which ruined the frame rate. I’m seeing around 20 to 30 Draw calls at worst (unoptimised textures and GUI). It’s running really well now, as I’ve taken the geometry out and started hunting out the spikes. Which means I can put the geometry back in with vastly improved vert/poly count.

I’m running on the ipad mini (all i could afford) and it’s okay.