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Maximum draw calls on android

Discussion in 'General Graphics' started by SorenaCoder, Nov 1, 2015.

  1. SorenaCoder

    SorenaCoder

    Joined:
    Jul 16, 2015
    Posts:
    13
    Hi,
    English is not my native language; please excuse typing errors.
    I searched google to find out how many draw calls I can have on Android, but I found answers that related to years ago, How many draw calls I can have on Android now?

    and What is the best plugin or package to decrease number of draw calls?

    Thank you
     
  2. viosat

    viosat

    Joined:
    Jun 14, 2015
    Posts:
    10
    SorenaCoder likes this.
  3. hippocoder

    hippocoder

    Digital Ape Moderator

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    Android is an operating system, so you could theoretically have a few million draw calls.
     
    SorenaCoder and MattGen like this.
  4. MattGen

    MattGen

    Joined:
    May 12, 2015
    Posts:
    63
    Try to get your game to run with the less draw calls possible, then do some tests on your targetted devices. Does it run smoothly ? Yes -> you can have some more DC. No -> time to optimize !
    In my opinion the best way to reduce draw calls is to prepare your graphical assets correctly : use as less materials as you can, use a single atlased texture for each material (especially for instanciated static objects), use as many tricks as you can (examples : if you're using a Terrain object, add some value on "Pixel error", use the Cardboard SDK Skybox even if you're not a VR project, ...)
    My game runs smoothly on a not-so-recent android smartphone with less than 100 draw calls most of the time.
    (english isn't my native language also)
     
    Achie1, theANMATOR2b and SorenaCoder like this.
  5. buFFalo94

    buFFalo94

    Joined:
    Sep 14, 2015
    Posts:
    272
    for real-time shadow use sunshine on asset store my game run at 60fps on adreno 225 device and low end like PowerVR sgx531 at 25fps so use some tools to optimize the draw call like pro draw call optimizer
    is a big scene with more than 2.5millions of polygons and 2000x2000 terrain so using atlases textures and fewer material to reduce the amount of draw
    also use some LODed objects
     
  6. saintloco

    saintloco

    Joined:
    Jan 7, 2013
    Posts:
    1
    hello im from idonesia, me and my friend try to build some game for android. but its running slow. we want to ask what makes draw call so high? cn you tell us what part?
    thx
     
  7. xVergilx

    xVergilx

    Joined:
    Dec 22, 2014
    Posts:
    3,294
    A lot of things. Use frame debugger to find out what's actually is going on.