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Mobile Optimizations
#4
(11-01-2018, 04:54 PM)josemendez Wrote: Hi there!

First of all, profile your scene in your device (trough ADB). Focusing your effort on something you're not sure its the bottleneck (could be simulation or rendering, seen both on different types of mobile devices) is generally not a good idea.

In case your bottleneck is rendering (highly likely if you're using the built-in fluid shaders, as they're meant for high-end desktops), you will need to write a simpler shader. We can help you with that if needed.

In case the problem is simulation, try to:
- Make Unity's physics timestep larger, and max timestep smaller.
- Reduce your fluid material resolution.
- Reduce the amount of density constraint iterations in your ObiSolver.

cheers!
Hello. Can you provide information where i can find "physics timestep larger, and max timestep smaller" andĀ materialĀ resolution?


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Messages In This Thread
Mobile Optimizations - by pstudios - 02-01-2018, 06:31 PM
RE: Mobile Optimizations - by josemendez - 11-01-2018, 04:54 PM
RE: Mobile Optimizations - by oddgoo - 10-02-2018, 03:22 AM
RE: Mobile Optimizations - by Artem - 09-07-2018, 12:53 PM
RE: Mobile Optimizations - by josemendez - 10-07-2018, 09:31 AM
RE: Mobile Optimizations - by Artem - 11-07-2018, 08:03 AM
RE: Mobile Optimizations - by EbruBozkurt - 03-04-2021, 11:59 PM
RE: Mobile Optimizations - by josemendez - 04-04-2021, 10:12 AM
RE: Mobile Optimizations - by MikeSan - 05-04-2021, 08:28 AM
RE: Mobile Optimizations - by josemendez - 05-04-2021, 08:32 AM