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How many "Tris" or "Verts" is it too much for a phoneplatform?

Discussion in 'Android' started by YoyoMario, Sep 21, 2014.

  1. YoyoMario

    YoyoMario

    Joined:
    Apr 8, 2013
    Posts:
    16
    Hello,

    I'm currently making an android game,
    and my game has about 11.4k Tries, and 17.8k Verts per scene,
    It's lagging a bit, is it because of too high poly models or what?

    Thanks,

    Mario
     
  2. Dantus

    Dantus

    Joined:
    Oct 21, 2009
    Posts:
    5,667
    It is impossible to tell you what is wrong. The used shaders have a huge impact as well, just like the usage of physics, audio and scripts. The only way to find the cause of it is to use the profiler or something comparable.
     
  3. langem

    langem

    Joined:
    Mar 18, 2013
    Posts:
    73
    also take a look at your drawcalls. on mobile with basic shaders you should not exceed 30 drawcalls based on my experience
     
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  4. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

    Joined:
    Jul 19, 2006
    Posts:
    32,401
    30 draw calls is from years ago; modern devices can typically do much more than that. Probably fill rate (transparent pixels) is more important to look at than polygons.

    --Eric
     
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  5. jesusluvsyooh

    jesusluvsyooh

    Joined:
    Jan 10, 2012
    Posts:
    377
    I've had scenes with 350 draw calls, and 350,000 triangles that work fine on Android tablets (not my game ;) was helping a friend out) .
    Mine tend to have 100 or less draw calls, 40,000 or less triangles (according to unity stats window). As that seems to be what iPhone 4 can handle Max, which is now my minimum targeted device.