PlayMaker News > General Discussion
Performance issues in iPad
qholmes:
Here is my post on the main Unity Forum.. This is such a great group here thought i would put a link to in in case someone could help me shed some light on this problem.. I assume i am just missing something basic that i dont know.
http://forum.unity3d.com/threads/130242-iPad-2-performance-issue
I hope someone can give me some hints or something..
Q
jeanfabre:
HI,
could you share screenshots? and explanation of the meshes. I mean if this is for example meshes coming from an export from a CAD software, you are in for a rebuild and tedious optimization basically...
How many distinct meshes do you have. Combining them is likely the way to go ( reduce drawcall, and easier computation).
also, in the profiler, Are you positive this is the rendering that is the bottle neck? if you can make a screenshot of the profiler, that would also help.
Bye,
Jean
qholmes:
Yes i can do some screen shots.. The meshes are not optimized really and are from either max or Acad.. i built them a couple years ago or so..
So my original thought was to do exactly that.. rebuild the meshes and i had started actually but then i did some more reading and watched the Unite 7 video on Optimizing and i thought i would try the Mobile Diffuse or Diffuse Detail shaders... I got all excited when in the Profiler i saw the draw calls go down... but the iPad 2 performance went way down instead of better...
I can reproduce it with a few simple objects.. let me see if i can make a scene that just has a few objects.
But my first question is why would the normal Diffuse shader be way more efficient then the Mobile Diffuse shader especially when it shows way more draw calls with the normal Diffuse shader?
I totally admit that the geometry is heavy but during my reading i basically came to the conclusion that faces and vertex are not nearly as important as they used to be. even on the iPad 2.. it chokes my iPad 1 of course.
What sections of the Profiler do you want to see?
Thanks Jean!! I am totally stumped on this.. it makes no sense.. in my tests it does not seem to matter about the number of faces but something else... I think maybe when it is batching the objects with the mobile shader it is causing some kind of overhead that i dont understand.. I wish the xcode Instruments had a bit more information about what was going on... maybe they do and i just dont know how to use them
Q
qholmes:
Ok here are some images.. I did a bunch of tests.. took for ever building to the iPad over and over..
Still not sure what i have figured out but i did screen grabs of the different scenarios..
It seems that Draw calls are more important then Tris and Verts But using Mobile shaders to reduce the Draw calls makes it worse.. Maybe it has something to do with my geometry? Maybe they way they are imported? or Exported?
Q
qholmes:
A few more images..
Q
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