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Showing results for tags 'postprocess android iOS'.
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During my development of projecting scenes onto 3D TVs from mobile devices, I noticed on an android tablet, that the frame rate dropped significantly. Decided to make the simplest test possible to try to confirm what I thought was happening. Made this its own topic, rather than bury it on page 5 of another topic. A post process performing poorly on tablets also has implications for things other than TVs. Driving one the new VR / AR headsets from a mobile device would look pretty infeasible. Not to mention the other built in post processes: blur, refraction, light scattering, etc. The test basically draws a plane over an over, in batches of 250. Batch 1 is thrown away. Batch 2 is timed to get a base line fps. Finally, the simplest possible post process shader is added. Batch 3 is timed for comparison to batch 2. Results are written to console, but this not viewable on tablet browsers, so the plane doubles after the test to hold a texture of the results (fps without / fps with). On desktops, there should be little impact. Here is the link: https://googledrive.com/host/0B6-s6ZjHyEwUfmRCVV8zWGdwZVJtN3FZdXdvOERlNmRlcmRDVG1xdFVsMXZ2dHFMQ0haMGc I have not run this specific test yet on my devices, since the googledrive link is so long to type. Will update this topic, shortly. Others have different processors. Please add the results for your own mobile devices. No bother for desktops (though maybe the hybrids like Surface could be interesting).