Benchmark : iOS/Away4 - maximum polygons

Software: Away3D 4.x

Skyrick, Jr. Member
Posted: 05 April 2012 09:18 AM   Total Posts: 34

Hi all,

I test a little app on my ipad retina, to see how many polygons can be showed on a ipad with away3D 4.

In full res (2048x1536) / release app : my first test show 500K poly at 60fps before app closed itself (maybe RAM is full ? (144M before crash))

note : I load 22x the same model in one loader3D to make the test (vase.awd) so 22x the same model but 22x the same texture too).

Do you have test more ? or less ?

next test : load a 500K poly model alone without texture to validate the crash reason.


Regards,
Sky

   

TheRabbit, Newbie
Posted: 07 April 2012 09:09 AM   Total Posts: 3   [ # 1 ]

You do not need to load 500.000 polygons because optimal count it’s a 150.000-200.000 for mobile devices. Rest memory will use for textures.

Note - iOS device it’s not Gaming Console like Portable Sony PlayStation )
You must use LoPoly models.

You may find specs for iOS GPU for PoverVR chips.. if you want.

200.000 it’s also HUGE amount for many needs

   

Skyrick, Jr. Member
Posted: 07 April 2012 11:26 AM   Total Posts: 34   [ # 2 ]

I’m working on the real time industry & I started working on a PlayStation2 so, I know very LoPoly too & I know that 500K poly is HUGE smile

But, like many things, we need to know the extrem limit to have a real good average.

So, when a new device come out, if it’s the most powerfull, it’s important to know how many polygons can be displayed.

 

   

TheRabbit, Newbie
Posted: 07 April 2012 11:29 AM   Total Posts: 3   [ # 3 ]

I have good iOS experience and I can say - not so many users have newest devices like iPhone 4s, iPad 3 =)

If you want to sell your app - it’s must be adapted to all known devices supported by Air. If this iOS - starting from iPhone 3Gs / iPad 1 must play smooth without crashes.

   

Skyrick, Jr. Member
Posted: 07 April 2012 04:45 PM   Total Posts: 34   [ # 4 ]

It’s a point of view smile
But Apple have, for example, a “pull up” point of view (like many others on the PC video game industry). But your point of view is intersting too.

One other thing, the 3D app are not only 3D games.

And when a customer ask you : “hey! how many maximum polys can I displayed on the last tablet the most powerful ???” : you have 3mn to reply and so, to know :
1. what is this last tablet the most powerful?
2. this maximum polygons number smile

But, you right, this is our job to tell him too : “but be careful, all users don’t have newest devices, if you want to sell your app ...” smile

It’s a average :
1. calcul the minimum poly (iPhone3/iPad1)
2. calcul the maximum poly (iPhone4S/iPad3)
3. Have the distribution of sales of this devices
(but it seems that Apple does’t share this information)

edit : fyi, “The iPad (3rd generation)‘s SoC from Apple, actually features a similar GPU as the Playstation Vita” smile

   

TheRabbit, Newbie
Posted: 08 April 2012 12:32 AM   Total Posts: 3   [ # 5 ]

But if you want make money - you must write game for all devices or you app will be rated as 1 star if it will use huge resources that you will get only from latest devices

   

Avatar
Ringo Blanken, Administrator
Posted: 10 April 2012 09:37 AM   Total Posts: 120   [ # 6 ]

Thanks for sharing the test results, seems quiet powerfull !

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Freelancer: http://www.ringo.nl/en/
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