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Level & terrain "size" limitations on mainstream android

Discussion in 'Android' started by JustJeff, May 17, 2015.

  1. JustJeff

    JustJeff

    Joined:
    Feb 16, 2015
    Posts:
    84
    Hey everyone...

    I've been mainly working on AI, the weapons, etc. for my game and now I mainly need to flesh it out with more levels. The main one that's basically finished is a 2000 x 2000 terrain with about 8,700 trees but LOTS of occluders and it pushes ~400k-700k triangles on screen at once. I ran an early version (back in Unity 4) with Unity Remote but I realize since that's streaming, that doesn't tell me if I'm potentially setting myself up for problems. My game runs ~15 fps on a core duo unibody macbook pro with an intel 3000 graphics chip in Fastest.

    Can those of you with experience on these things please let me know what your impression of that size and the triangle numbers is? I've never developed for Android before so I don't really have a frame of reference.

    I've got a Nexus 7 2013 version (Tegra 3) core so when I get home I can (and should) go ahead and make an APK of what I've got so far and try it out, but I'm stranded at a library for the day and the main thing I can work on really is fleshing out levels so do you guys think 2000x2000 with a proportional number of trees is going to be a huge problem?

    Thanks in advance!
     
  2. JustJeff

    JustJeff

    Joined:
    Feb 16, 2015
    Posts:
    84
    Ok... got home, configured all the Android SDK and JDK crap and what I was doing does *not* work at above 2 or so FPS on Tegra 3 so the short answer is that that is too much in case anyone finds this searching and needs an answer.
     
  3. mbowen89

    mbowen89

    Joined:
    Jan 21, 2013
    Posts:
    639
    What's causing your high triangle count? The trees? Start billboarding them A LOT earlier.
     
  4. JustJeff

    JustJeff

    Joined:
    Feb 16, 2015
    Posts:
    84
    That was part of it, and another HUGE part was the high triangle count of the terrain itself, so in my new, smaller levels I made "pixel error" in the terrain editor a lot higher. The limit of 5 mesh trees and having a lot less to begin with seems to be helping as well. :)
     
  5. mbowen89

    mbowen89

    Joined:
    Jan 21, 2013
    Posts:
    639
    As far as I know, the mesh tree limit number doesn't actually work! So keep that in mind. Also, yes, the pixel error is a big thing to play with. I feel I can push it up pretty high and not compromise the look of the terrain too much especially on mobile.
     
  6. MCXX

    MCXX

    Joined:
    Apr 29, 2015
    Posts:
    2
    We have a game on Android that uses a terrain 4000x4000x1000, but the resolution is only 256, pixel error is 200, 1 mesh tree limit, 4 different trees, 4 different grasses. It is not the best quality, but we needed to save performance for other stuff, and it works good on Android.