I am just curious. I have read the (and understand the) whole “It depends on what you are doing” thing. But without sounding like a politician and giving a 1000 word “Wow he sounds really clever” answer that leaves me wondering “So the answer he gave was… what again?” I want to ask a simple question and just get a straight answer, please…
Back when the iPhone was just getting Unity support, there was a clear ceiling you should try not to breach: 7k ploys per frame and 10 draw calls max. Sure you could go over it and there were some settings in the docs to optimise performance and bla bla bla and people were reporting they could run at 25k with no problems etc etc etc, but is there such a clear cut answer for ceiling limits for the iPad 1st gen?
iPhone was 7k tris and 10 draw calls…
iPhone 4 is [your answer here] and iPad 1st Gen is [your answer here]
I am just trying to gauge the power difference between the devices in terms of Unity, not chip developer self-praising Greek geek speak… ![]()
For example… I have a scene consisting of 400 models of 2 triangles each. Most use the same material but at most, there are about 10 materials in the scene. Then there are some models, also around 30 or so, each around 20 polys or less and using a maximum of 10 materials between them also. Now, as I understand this, Unity automatically batches small objects together but it does so at build time. My objects are all created at runtime so I am not sure if this applies to it or not…
I have seen mesh merger script flying about the place but I need to be able to change the materials on any model at any time so merging the meshes is not really an option.
The issue here is that in the Editor it lists my scene as using between 700 and 1200 draw calls for those 450 models that total up to somewhere under 2k triangles. Will the iPad be able to run this app? Will models still be batched even if they are created dynamically? If so then I guess I would have a maximum of 20 to 40 draw calls due to the sheer size of the model’s polygons and the number of materials. (I actually create all materials in an array and assign them to each model as appropriate from there to make sure they use the same material and not have 700 materials with the same texture)… but if it does not get batched and the polygons on sreen (or in the entire scene, actually) is only 1.5k, will the iPad be able to handle 700+ draw calls?
What exactly are the target ceiling figures for iPhone and iPad? I will list the question again:
For iPhone 1st Gen it was 7k tris and 10 draw calls…
For iPhone 4 it is [your answer here] and for iPad 1st Gen it is [your answer here]
Thanks for helping me get this clarified ![]()
I think everyone's afraid of your really wordy question! I'd tell you if I knew.
– syclamoth