Iphone drawcalls

hello,

I am getting 20 to 25 drawcalls in iphone.
And the Tris: 3.4K and Verts: 2.3K
Which is causing some objects to lag.
So want to know am i going beyond for what the iphone can handle ?

Can i know the number of drawcalls that iphone can handle in a proper manner.
And the Tris: and Verts: ?

Also will that harm if i keep update functions on different objects. i am having some 5-8 scripts with update functions. Some of them are continous.

Thanks

Those numbers are just fine. There is no hard ceiling… I’ve run scenes perfectly fine that have >10k vertices and >50 draw calls. The rule of thumb that is thrown around a lot is ~30 draw calls and ~7k vertices.

I think a script or 2 is probably causing the performance issues.

running a scene with but with ~30 draw calls and ~7k vertices it will have a framerate of 10 fps i guess

How did you get to the that conclusion? Running a scene at around 30 draw calls and around 7,000 vertices is a rough estimate for the upper limits of what the iPhone can push before the frame rate drops below 30 frames per second.

Can confirm that even for the iPod Touch 1st generation.

Also the 7000 poly are static polys, not skinned ones.
Skinned ones are much heavier (how much depends on the amount of bone weights per vertex)

Actually the performance slowdown is occuring most on the object that i have kept under Dragrigid body script.
I mean the object is being drag real slow and also frame skips kind of look.

also want to tell i am using 1024k texture but there is only 2 objects in which i am using and the other is a single wall and floor with tileable texture and 4 omni lights.

if not these things, than may be update functions can cause a drop off. Can’t i use some 5-6 update functions as i am counting on the scores levels and collected gameobject to update them.