I have a 3rd person maze based game which i intend to release on the android, at current my entire maze is at a tri count of 45876, i intend to have about 15-20 mazes, is this far to many polys?
what tri count should i aim to have?
I don’t really think it matters that much.
You can instead use fog or Quality settings to ensure that you get max performance no matter how high the poly count. As long as your pc can handle the polys!
Fog is slow on mobiles. He is talking about android so basically he needs to keep it as minimal as possible. Best not give out advice if you’re not doing that particular field of work.
Keep around 10k verts, minimise draw calls and atlas everything in sight. Optimised shaders are your friend.
Quality settings? If you’re using fastest, then you’re on the right track.
Thats too high if rendering all at once on screen. It will run OK, but not optimal. If you use vertex lights, or just a single directional light you’re good. If a lot goes off screen then you’ll need to run some tests to see if splitting stuff up so it’s culled is faster than throwing the entire thing at the gpu.
thank you very much for the help both, this is my 1st mobile project im new to unity, so trying to get everything optimized before i start importing from maya to unity, im in the process of lowering all the verts in maya for the props,
i dont quite understand what you mean when you say
- i don’t quite understand what you mean about draw calls atlas everything in sight?
-if I get my stage down to 10k, will this still be ok if I create around 20 levels?
Thanks for your time
If you have the extra money, I’d suggest buying a low end device for testing the slower systems with. For instance, my phone (Optimus V) is probably one of the slowest supported devices (has to be built for armv6 with VFP, but it does run it), but would be a great testing system for performance.
Optimus V’s are somewhere between $150 and $200, and don’t require a contract, and while the battery life is total crap (with 3g on, it dies by the end of the night, just sitting in standby. Only thing on is email updates), but, as for development, that doesn’t really matter a ton, except can tell you how much more drain it puts on the system.
I figure a low end and high end should be a great number of devices for independent development… Then again, XD I don’t even have the android license yet, (thinking about getting it next paycheck) so I can’t say for sure on that.
As for the 10k per level, I would figure that would be fine. If you don’t have advanced shaders you could probably go higher. (**NOTE: these are my estimations based on what I would figure the average hardware would be, and not a fact at all) A draw call is when any thing visually is being drawn as a separate object and material/shader. (I think all objects with the same material are drawn in the same draw call) This also applies to any individual GUI element. I’m not certain about atlas, but I think it’s to do with the occlusion culling, which is not rendering stuff you can’t possibly see, like a car behind a build down a block. Since you have no possible chance of seeing the car from that area, it doesn’t render it.
I thought occlusion culling wasn’t working on android though, so I’m not sure. XD
Sorry for my limited knowledge.