30-10-2017, 04:54 PM
(This post was last modified: 30-10-2017, 04:58 PM by josemendez.)
(28-10-2017, 10:55 AM)mimarilker Wrote: I am agree with you on high cpu requirements. Thanks for the reply, waiting for your solution.
Hi there,
I profiled Obi in multiple Android devices:
Galaxy S4, Galaxy S6 Edge, Nexus 5X.
and iOS devices:
iPhone 4S, iPhone 5, iPhone 6.
The performance differences were negligible in most cases. In certain instances, the Android devices outperformed the iOS one by almost a factor of 15%. Galaxy S4 in particular took about 3ms less per frame than iPhone 4S in the FluidKarmanVortex scene.
Performance in this particular scene was around 2-3 fps in the slowest device (iPhone 4S) and around 15 fps in the fastest (iPhone 6), due to the fact that it is the second most demanding test scene included (not only fluid simulation is taking place, but also particle advection of close to 10000 regular particles). We ran the included version, no changes made to it.
Also took a deep look at all compilation options used for the Android library, and they're optimal: NEON support is enabled, -O3 optimization level used in release mode.
So, I couldn't find any difference in performance between both platforms at all, in any device. If you could elaborate on how you're profiling your game, what compilation options you are using both for Android and iOS or maybe share your builds, we could investigate this further.