Hi.I made a lot of levels for mobile games, so I can see where the limit in polycount at the mobile and other devices, and what I have experienced is strange... a map with 450k tri,Unity, no occlusion culling, no batching, shadows on, almost the full map is visible almost every time, and it gave more than 30 fps at the last Iphone 5 version.The another thing that I have tried out is to make a mesh from 50k tri, copy it 200 times in UDK , assigned a complex material to them, and it gave 30 fps at my pc.An another test on this pc was that I made a simple room, lit it with like 150 "ambient point light" and with 3 main point light.These point lights was casting shadows too, and it gave more than 30 fps on the same pc.Its an Intel dual core 2,7ghz (E5500), 4gb ram, gt640. So now I dont really understand that why we "exaggerate" the geometry and other optimizations that much especially at the pc/console games. I see why we did earlier, but not now. Could someone help me in this question? Have anybody thinking about this, or experienced about this?What is causing fps lowering in games? What hardware is responsible for what in games?
Thanks!
Replies
Multiply that by the differences in hardware... each hardware platform (iPhone5, Xbox One, Wii, etc.) has different rendering capabilities and strengths/weaknesses.
Would probably help to have a chat with a game graphics programmer.
Another. tessellation: As we know this can be really wasteful in a lot of cases, but people are using it in this case too sometimes. Wouldnt be better to use pre-made geometry?
Lighting: I made a test with many shadow casting (they got softness with setting the res) and intersecting light too and it was still run good on my old pc.
Materials: I made a test about this too and this gave good result too with a very-very complex shader too ( it displays red in the shader comlexity view mode, but i got more than 30 fps)
So yes, there are tings like physics, ui, etc, but I cant really imagine that a simple ui can slow down anything since they are simple sprites.Sure, physics do...
I would like to deepening more in this to understand better, why I/We are doing this "exaggerated" optimization.