We chose to leave the rendering loop at 30 fps (default for Unity on iOS). We are at a solid 30 fps on both cpu and gpu on the iPhone 6 and that is with tons of stuff on screen. In the quieter moments of the game, we get around 100 drawcalls (geometry and transparent combined) and the game still renders at 30 fps but it…
Most mobile games avoid dynamic shadowing altogether as being too expensive. Blob shadows instead (alpha blended decals). @RyanB has been posting some great optimization tips in the Unity section. For example: http://polycount.com/discussion/182384/lighting-for-mobile-in-unity-optimization
Hey @RyanB, ah thanks for the tip, that's actually very useful about the vertex lighting. I'll have to implement something similar. I can get pretty fast directional lighting by not normalising the normal per pixel, and not having specular, but who wants 4 or 5 directional lights? :D I would like something as you…
Hey @Ryan, Phew, I'm glad you told me that. I'm not doing something wrong afterall, you obviously do just need a tiny shadowmapped area to get high quality shadows. I guess a lot of games do a good job of making the blend between shadowmapped and lightmapped/fake shadowed areas seamless, so it's hard to tell how big an…
I'm working on Speed Freeks, a Warhammer mobile game. If you watch the soft-launch trailer, from 9 seconds to about 13 seconds , you can get a pretty good idea of the overall look we achieved. https://youtu.be/MEYFff3Rn6M?t=9s The lighting is not realistic and it was done to make it easier to avoid objects. But we have…