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iOS Antialiasing performance impact too large compared to Android

Discussion in 'iOS and tvOS' started by mattzzzz, Apr 28, 2016.

  1. mattzzzz

    mattzzzz

    Joined:
    Aug 22, 2014
    Posts:
    4
    I am testing AA on iOS. I am making a Google Cardboard VR app so AA is pretty important if it can be used.
    On Android, turning on AA has very little impact. I tested on samsung s7 edge and it's just a few fps (3 or 4 frames) drops from original 30 fps. (The cardboard cannot use multithreaded rendering, so it's slow under a 100k triangle scene, rendered once for each eye)
    However, on iPhone 6S Plus, AA downs my app from 58 fps (same 100k triangle scene with 2 eyes) to 30 fps, at any level of AA (2X, 4X or 8X).

    For a simple scene with 300 triangle:
    Android: 60 (no aa) -> 60 (aa)
    iOS: 60 (no aa) -> 35(aa)

    Is there a way to reduce the performance impact of AA on iOS?
     
  2. siamon

    siamon

    Joined:
    Apr 14, 2015
    Posts:
    7
    hey, sry for necroing the old thread. But how did you even manage to get AA working on ios. It is completely ignored for me (2017.2.0p4) and latest gvr sdk(GoogleVRForUnity_1.110.0). It is working fine on android.