Hi All
We are writing a dungeon crawler for iOS with Unity - we’re using per-pixel lighting and it’s all running fine on 3G S and iPhone 4S at the native res. Not surprisingly, it runs at an unacceptable speed on the latest gen iPod touch and iPhone 4, clearly down to the fact that 4x the pixels is a real killer. We’ve tried it with very simple diffuse shaders and we’re not drawing huge amounts in our recent test - about 15K polys, around 4 or 5 materials, about 25 draw calls - we’re static batching maybe 20 calls typically and we are using occlusion culling. We have a few particle effects, but these are using simple shaders and we typically have about 8 particles per emitter, so we didn’t ought to be killing the performance and turning these off doesn’t appear to make any difference.
In this scenario, I’d clearly like to target the higher res for the 4S, iPad 2 and iPad [3], but go with the lower res on the older devices with the high res screen - I don’t especially want to be releasing a HD version and a SD version, although I guess it is an option, but in the case of the HD version, I’d need to ensure it didn’t run on older hardware with the higher res.
I’ve had a play about in the XCode project, as it ought to be possible to make a change there that would target both, but it’s not entirely obvious to me where the resolution is being taken from - but before I dive in too deeply, I thought I’d ask if anyone else had solved this problem?
Thanks a lot
Bovine