Wow!
The article:
A HD Youtube video:
I hope that Unity Iphone can handle so much after some revisions.
Wow!
The article:
A HD Youtube video:
I hope that Unity Iphone can handle so much after some revisions.
Somehow remarkable how boring 30k of polygons can turn out to look like.
I bet the iPhone get’s pretty hot then as well and that you probably won’t enjoy the game unless your wired to a power socket all the time.
Although beeing capable of doing 3D the current gen of iPhone/iPodTouchs are more suited for 2D or simple 3D games. More interesting 3D is reserved to the next generation.
that 3D engine is geared towards that specific use.
They don’t have physic systems in, likely will not lose cpu cycles with things like send message / component communication and all alike.
you will never see general purpose technology anywhere near that, thats just technically not possible.
on a 2nd gen itouch I would assume that something around 20k static polygons should be doable.
Animation can only become more performant if the way the animation works is optimized by dropping any support for bones and interpolate mesh keyframes. But you won’t see that happen as the bone aspect is a core thing for ragdolls.
Up to a given point its thought in your hand.
Reduce the drawcall count to 10 and your chance to get further up with performance is pretty good.
On the other hand you are able to use many things like just switch to a second project without rewritting everything from scratch, which they would not be able to use because their specific tech wasn’t developed for it.
Additionally there is the “it is said …”
Just to keep in mind: Sony also said that the PS3 is supperior and has several times the calculation power the finally released PS3 then had in the end.
So lets wait until we have real figures before any comparision is done
Unity is able to push through 14-15k polygons on an 1st gen itouch at around 15-20fps which is great for this device.
Custom-made engine or not, that’s just raising up the standard