hi everyone,
i'm using this amazing engine for years on pc, and i'm consider making a new 3d ios game with ogre 2.1.
I compiled those 2.1 samples with metal renderer,both debug and release, and run some of them on my iphone6 64gb. but all of them are too slow(most under 30 fps,some 15fps).
Did i miss something? Why ? I compiled the same version of ogre 2.1 under win10 with dx11 renderer,they are fast(above 100 fps).
Should i use another branch? Maybe 1.9?Or 2.0?Is this normal?
anything will helped,thank you!
why 2.1 samples so slow on iphone6
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- OGRE Team Member
- Posts: 5433
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- Location: Buenos Aires, Argentina
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Re: why 2.1 samples so slow on iphone6
Hi,
By default Ogre 2.1 samples do on iOS everything that is possible on Desktop, with the exact same output. Which can be... pretty taxing for a mobile phone. The fact that these samples run at 15-30fps is actually a milestone for these devices.
This means expensive GGX BRDF and per pixel lighting.
We have planned on providing cheaper BRDFs to trade quality for speed like all other engines do; but I haven't found the time to implement it (which shouldn't be too hard though).
Lowering resolution also helps a lot (even if it means lower resolution + MSAA to recover some quality)
By default Ogre 2.1 samples do on iOS everything that is possible on Desktop, with the exact same output. Which can be... pretty taxing for a mobile phone. The fact that these samples run at 15-30fps is actually a milestone for these devices.
This means expensive GGX BRDF and per pixel lighting.
We have planned on providing cheaper BRDFs to trade quality for speed like all other engines do; but I haven't found the time to implement it (which shouldn't be too hard though).
Lowering resolution also helps a lot (even if it means lower resolution + MSAA to recover some quality)
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- Gnoblar
- Posts: 2
- Joined: Sat Jan 07, 2017 5:24 pm
Re: why 2.1 samples so slow on iphone6
thanks for the reply.dark_sylinc wrote:Hi,
By default Ogre 2.1 samples do on iOS everything that is possible on Desktop, with the exact same output. Which can be... pretty taxing for a mobile phone. The fact that these samples run at 15-30fps is actually a milestone for these devices.
This means expensive GGX BRDF and per pixel lighting.
We have planned on providing cheaper BRDFs to trade quality for speed like all other engines do; but I haven't found the time to implement it (which shouldn't be too hard though).
Lowering resolution also helps a lot (even if it means lower resolution + MSAA to recover some quality)
i guess i should use v1 material right now and read those samples carefully to see what's the different between 2.1 and 1.8(my familiar version)
thank you!