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32 bit Mesh index buffers: What platforms?

Discussion in '2017.3 Beta' started by Fizzer, Oct 17, 2017.

  1. Fizzer

    Fizzer

    Joined:
    Nov 16, 2016
    Posts:
    40
    Hello,

    I saw the "32-bit mesh index buffers" feature that allows meshes to have more than 65535 vertices.

    Does anyone know what platforms this feature will work on? Specifically, I'm interested to know if it will work on iOS, Android, and WebGL.

    Thank you.
     
  2. Aras

    Aras

    Unity Technologies

    Joined:
    Nov 7, 2005
    Posts:
    4,770
    "Almost all of them" is the answer, but as usual, it can be a bit complicated on super-low-end devices.

    As far as I'm aware, on Android it's pretty much the devices with Mali 400 GPU that don't support 32 bit index buffers. This is probably the "most likely" config that anyone might ever run into, and is explicitly called out in the docs: https://docs.unity3d.com/2017.3/Documentation/ScriptReference/Rendering.IndexFormat.html

    On iOS everything supports them.

    On WebGL, stats site (https://webglstats.com/webgl/extension/OES_element_index_uint) says 100% of desktop configurations support them.
     
  3. Fizzer

    Fizzer

    Joined:
    Nov 16, 2016
    Posts:
    40
    Cool, thanks for the reply!

    Regarding Android, is there a way to tell at runtime if it's supported in 2017.2?

    I'd like to add this check to my app now for data reporting purposes so that I can tell how many of my users would be impacted if I decide to adopt this feature later.
     
  4. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723