ofcourse other than lowering the poly count...
A nice culling technique for static meshes would give a nice performance boost, don't you think ?
Man I remember the days of half-life, 10k triangles in a map, only 200-300 rendered at a time
Most culling methods require their share of time too, so it's pretty project-specificdark chazz wrote:Any tips for performance optimization on mobile (android+ios) ?
ofcourse other than lowering the poly count...
A nice culling technique for static meshes would give a nice performance boost, don't you think ?
Man I remember the days of half-life, 10k triangles in a map, only 200-300 rendered at a time
Haha! This ain`t an optimization. It`s an empty scene. Unless it`s a 2d game, only hardcore gamers may like it.only 200-300 rendered at a time
Ever heard of half-life? 1998's game of the year?shadowslair wrote:Haha! This ain`t an optimization. It`s an empty scene. Unless it`s a 2d game, only hardcore gamers may like it.



Nah, I was living in a cave until a year ago. I have a jocko-teacher, teaching me how to type the keyboard right now. In fact I grew up with even older games, and yes, I can say I`ve heard of it. But thanks for the tiny screenies. Somehow they remind me of devsh`s a bit, despite that his are a bit more interesting. BTW, you missed to screencap the camera looking to the plain sky, where the rendered polys are 0.Ever heard of half-life? 1998's game of the year?