Anyone got an iPad 4, have you done tests on what the maximum drawcall count is for it?
On the iPad 3 it seemed like, depending on mesh complexity, you could get up to 200 drawcalls.
If the iPad 4 is twice as fast, does that mean 400 drawcalls is now reasonable?
The iPad 4 is helza fast compared to the ipad. I think the draw calls are no longer the biggest problem any more. Shaders I think will be what holds back a game now.
Well I’m looking at producing an app that could theoretically use like 1000 drawcalls… so I’m just curious to know what the cap is.
I know you can optimize drawcalls, but this app wouldn’t be a game, and can’t really fall in line with the standard methods you’d use to optimize drawcalls in game levels. It’d benefit greatly from being able to have a high drawcall count.
What the hell are you doing with 1000 drawcalls!?
Basically, it’s an enterprise app that is sort of like a simplified 3D design software. There would be anywhere from 300 to 1000 objects on screen, all of which would need to be movable individually. Most of which would not be less than 300 vertices.
However, they don’t all need to be moving at the same time, maybe only 20 objects at a time need to be movable by the user. So I was thinking of writing a system where in the background it would automatically manage the combining of meshes, and atlasing of textures. But just being able to stick 100’s of seperate objects in a scene would be vastly easier.
I don’t think it would be that much harder to set a few objects to static after they finished moving and then turn off static before they start moving. Also, do you really need a separate texture and or shader for each of the 1000 objects?
Set it static and then un-static?
That wouldn’t do anything I think, as the static batching is done as a precalculation, turning it on or off in the middle of the scene won’t do anything.