Hi guys,
in the very near future I have the opportunity to contribute to a small mobile game for the iPod, realized with unity and I would really be very grateful, if you guys can help me out with some answers
![;) ;)](https://polycount.com/plugins/emojiextender/emoji/twitter/wink.png)
- What triangle count can the iPad (1+2) handle on screen / total loaded?
- what texture resolutions can the iPad (1+2) handle? (normal map, spec and diffuse)
Thank you very much for the answers!
Replies
Game From Scratch - A Question of Power...
There's no "regular" budget, it depends entirely on what everything else in the game is using. Sometimes 10k in the camera view is too much. Sometimes 40k is too much. Sometimes 1024 x 1024 is too much.
I would make a placeholder asset or two and benchmark performance on the iPad itself.
AltDevBlogADay - Performance Anxiety
AltDevBlogADay - Performance Anxiety 2 You're Doing it Wrong
- avoid using alpha testing
- try your best to not get more than 12-15 draw calls
- use sprite manager 2 for your interface.
- DO NOT USE the default Unity GUI
- no texture bigger than 1024 (pack textures as much as possible)
- use as less materials as possible
- less than 5 particles per emitter. NO BIG particles, costs fillrate.
- less bones, better speed
- careful with fillrate, blending costs a lot on iphone.
- as always, better baked lights to verts/map than using realtime lighting. If you use lights, use one only.
This seems about right for iphone 3G. For current gen iphone and ipad you should be able to get away with quite a bit more. I only have a 3G so I dont have any experience with higher end models.