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3D Mobile Games - Processing power - polygons
show user profile  ccampbell
So I'm doing some research and finding crazy wild variance in results for mobile game technical limitations. Can you guys with experience speak to....

What is the recommended maximum scene polygon count for current generation mobile devices (iphone 7 or similar)?

- In general not an exact number of course. I have found Iphone4 and samsung S3 can push 60k-100k polygons no problem.
- Iphone processor is A10 dual-core 2.33ghz

Any resources for this kind of information would be great. Even unity lacks details about this other than character meshes being 400-1500 each and limit number of shaders....

Any help or direction greatly appreciated.




$Entrepreneur = if((Designer + Engineer)*Programmer){Problem Solver};



read 173 times
11/17/2016 9:33:25 PM (last edit: 11/17/2016 9:33:25 PM)
show user profile  ccampbell
just found this actually... Its for older devices Ipad4 and Air but its a good start.

"
Triangle count of the entire scene should be <=500k for any view. This has been determined to be the poly count needed to hit 30fps on both iPad4 and iPad Air. This can be seen with stat openglrhi on device, stat d3d11rhi in ES2 previewer on PC.
"
https://docs.unrealengine.com/latest/INT/Platforms/Mobile/Performance/




$Entrepreneur = if((Designer + Engineer)*Programmer){Problem Solver};



read 169 times
11/17/2016 9:36:42 PM (last edit: 11/17/2016 9:36:42 PM)
show user profile  herfst1
With unity I know that each asset should be less than 65K else unity auto breaks up the mesh.

As for mobiles, keeping the scene below 100K will generally be safe, though the texture resolution / number of textures, is more of an issue than poly's.
read 146 times
11/18/2016 10:14:03 AM (last edit: 11/18/2016 10:14:03 AM)
show user profile  ccampbell
Hey herfst thanks for the feed back. Much appreciated. I'm still looking around when I have time so if anything crosses your mind let me know.

Otherwise I'll check back soon when I figure out more.




$Entrepreneur = if((Designer + Engineer)*Programmer){Problem Solver};



read 119 times
11/21/2016 5:06:26 AM (last edit: 11/21/2016 5:06:26 AM)
show user profile  digs
While developing for mobile platforms it's more significant to focus on total objects/draw calls rather than poly count per object

ie, you have an environment that has 200k polys, 200 objects, and 200 materials/textures. This is going to negatively impact your performance - a better option would be to make that 200k poly environment in which all of these 200 objects have been merged into a single object and are using as few materials as possible

a good rule of thumb is to try and keep as many static objects as possible merged and sharing as few materials as possible.

Here's some info that might help your research
https://docs.unity3d.com/Manual/DrawCallBatching.html
read 75 times
11/23/2016 6:21:00 PM (last edit: 11/23/2016 6:21:58 PM)
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