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box-0
04-13-2012, 03:06 AM
Hello, im doing some research on the possibility to make a iOS game with the UDK, for now i got pretty amazed on how high the quality of this engine is even of mobile platforms but i was wondering about few things.
My target platforms are iPad 2 and iPad 3 so i made my scene with about 120k polys, some awesome shaders and baked all together to obtain a good quality and a smoth 50-60 fps on the iPad 2.
The next thing that come in my mind are post process effects.. Ok i managed to get a nice lens flare without a big performance impact, but when it comes to LightShafts , Bloom or DoF... I go down to 20-30 fps, that i mean, is not that bad for a mobile device.. but still not my target..
So, i can get rid of the bloom and the DoF, but what about the lightshafts? i lose about 15-20 fps just enabling them.. is there a way to lower the quality of them allowing me to be able to use them without that big performance cut?
I'ts just that i would like to know before i start putting planes and fake volumetric shafts all arround my level and then i find out a setting whold have done the same..

Solid Snake
04-13-2012, 05:04 AM
Post processing is just expensive on those devices. One way is to lower draw calls, and other ways to reduce the rendering time in general.

box-0
04-13-2012, 05:22 AM
Post processing is just expensive on those devices. One way is to lower draw calls, and other ways to reduce the rendering time in general.

ok, yes i thought so.. i will keep on optimizing and try it on an ipad3 to see how it performs, thanks for the reply!