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Is there some imposed limit on the fps on the iPad? I was experiencing really low fps (7 or 8) on a relatively empty scene without much going on. I made a test scene with only a gui text and an fps counter script and that scene was running on my iPad at 29 fps. Is this normal? Most of the apps I have tried are really smooth on my iPad so this is a shocker for me!
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Yes, it's normal. Change the fps limit in the http://AppController.mm file if you need to. Keep in mind that the iPad is always running with vsync on, so if you can't maintain a steady 60fps, leave it at 30 (a constant 30 has a better feel than something which fluctuates between 30 and 60). Trying to run 3D games at 1024x768 with the iPad's very limited GPU is unlikely to hit 60fps anyway unless you keep things really simple. Thanks. So with these stats: 16 draw calls, 7.2k tris, 6.9 MB used textures, 0 skinned meshes Is it normal to have seven frames per second?
Jan 04 '11 at 10:22 AM
Ben
Hi giZeeG, I have done some tests on ipad and I achieve 467 drawcalls, 0 batch, with 54K tris, 38Mb ram textures and reach 25FPS, if I allow batching ( 100 drawcalls and 410 batch), then I reach 40 FPS ( after having raised the kFPS to 60.0 within http://appController.mm). Maybe you can share your scene and we can see how it runs.
Jan 04 '11 at 10:58 AM
Jean Fabre
Hmm. So I must be messing something up! I had some transparent textures and some particle textures. I changed those to diffuse and am getting 19 fps now. I'll keep playing and see how much I can improve things. If I am still stumped, I'll post what I end up with. Thanks for your help!
Jan 04 '11 at 12:34 PM
Ben
Found a couple of issues. One was a png file that was causing at least 10 frames dropped per second! All is well now.
Jan 04 '11 at 02:14 PM
Ben
Dont forget to disable all lights/shadows
Sep 18 '12 at 06:30 PM
Paulo Henrique
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Application.targetFrameRate = 60; worked for me, on Unity 3.5.5+ on iPad 3 ... By default it's limited to 30 FPS ...
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