11-09-2018, 09:20 PM
(06-09-2018, 08:53 PM)skicattx Wrote: Thanks for the info. A couple more questions:
3. Does this work with Metal, or does it require OpenGL on iOS? We are using Metal only.
4. "adapt rendering to take depth testing into account" Is there something about the PC 3D fluid rendering pipeline, say in the Unity example scene with the faucet and bowl, that would not function on say an iPhone 10, or iPad Pro? Just slowly.
We would certainly customize the rendering to our use case, but for now I just want to get something visible on the device regardless of performance.
For any who read this later, an update.
In fact it does run just fine in Metal, on 2018.2.x on iOS. I was able to get the Faucet scene running on an iPhone X with 1000 3D particles in the bowl at nearly 90FPS, a total CPU frame time of about 12ms. So, it is quite possible to run the fluid sim on at least a high-end phone. Sure it's a simple example, but it does run just fine...at least with the default camera position. Move the camera in closer so the water fills more of the screen and it tanks, so the rendering does need some work...but a promising start...