03-09-2018, 01:54 PM
(This post was last modified: 03-09-2018, 01:54 PM by josemendez.)
(03-09-2018, 11:48 AM)StudioDeussen Wrote: Thanks for the fast reply. So I will ignore that error message. Do you have any tips or a tutorial on optimizing mobile performance? I am doing a simple AR app using a water effect, like the one in the demo scene with the faucet. But is is pulling down my fps on a android tablet heavily.
On the simulation front, try to reduce the amount of density constraint iterations as much as it is acceptable for your purposes. Maybe disable anisotropy entirely (in the ObiSolver component, "anisotropy" slider to zero). Also try to keep the fluid material resolution as low as possible. See:
http://obi.virtualmethodstudio.com/tutor...rials.html
Rendering wise, you should use a mobile-friendly renderer (SimpleFluidRenderer is included, though it only does 2D). Mobile platforms usually are very fillrate limited, so they benefit from using half or quarter resolution fluid buffers. For full 3D-rendering in mobile devices you should really implement your own custom-tailored pipeline (renderer+shaders), using the included ones as starting point. There's no one-size-fits-all solution. See:
http://obi.virtualmethodstudio.com/tutor...ering.html