Hey everyone,
I’m about to start development on an Android game who’s initial release will be specifically targeted to Tegra powered devices.
So my question is this, is there anything I need to do, or should do, in order to take advantage of a Tegra device that one wouldn’t normally do for a non-Tegra device?
Or is it merely just design the game to the specs and there’s no special coding or anything that needs to happen?
Thanks,
-Kaze-
Read the unity blog for the mobile shaders pdf (you can find it in their blog somewhere) for best practises. You should use occlusion culling and not rely on any overdraw being culled. The PVR chipset is significantly better at this sort of thing since it culls anything solid that overlaps and doesn’t overdraw on shaders, where tegra will overdraw on shaders (for opaque).
So long as you use classic optimisation tricks like not drawing what you don’t need to, you should be good to go.
Also mentioned in the PDF from unity, is that tegra is very weak with big textures, and tegra really likes mip-mapped textures. On PVR it doesn’t seem to matter much.
So watch your texture sizes, use mip mapping where possible and minimise overdraw and complex shaders.
Awesome, thanks for your help!
-Kaze-