I'm currently working on a project targeting the 1 Ghz Android phones. Looking at the recommendation for the iPhone 3GS, it suggests 7000 (visible) tris and that's only a 600 Mhz processor. I'll be using VBO's and all Native code for my OpenGL calls (Android programming is in Java but you can use native C code through the…
Well, on one good side, Android does allow native code though JNI and I'm running all of my opengl calls natively. The Snapdragon CPU appears to have an AMD Z430 GPU which I'm having trouble getting much information on. I should have my hands on a phone any day now... so maybe I can get some benchmarks myself.
On UDK I got 70~80 skinned meshes on screen chasing the player (1 player 5 bones, NPC 3 bones instanced). Each mesh was about 470 tris. Environment was about 13k. One texture (1024x1024) for the environment, using a UDK made lightmap, one texture for the NPC and one for the character. With Unity there's so much you have to…
(disclaimer - all the following info is apparent to anyone with a copy of the noted game) ... 128x128 isn't a "maximum" size for the PSP hardware - on our last PSP game, you'll see several environment textures scattered around the place at that res x2, and a couple at even bigger than that. 128 is however a good guide for…
alpha blending: 1,3, and 5 Bit Getting alpha sorting to work correctly on the DS can be a pain, if I can go with a 1 bit I absolutely do. There is a max limit of 2000 Polys per frame, but you can also run into problems if there is over about 400 polys being drawn in a single line. This can cause massive screen tearing…
I know no body really develops 3D Games for Windows Phones, but I worked with a tiny development firm and I was leading the bench marking before the project was scraped. We were able to solidify the fact that any windows phones (the newer ones can tremendously exceed these numbers with the new hardware), including the very…