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Help  [Resolved] (Android/Unity) The Obi Fluid Renderer kill the performance.
#7
(01-07-2019, 08:51 AM)Suryavarman Wrote: ... I don't understand how work your shader system. _Maintex still white. I have no time for that... this the reason why I have buy your plugin. But surprise i have to implement the 3D rendering for android.

I'm a bit angry.

Hi there,

3D simulation and rendering of fluid on most mobile platforms is very performance heavy (fluid simulation always is, regardless of target platform, more so on mobile), so we provide a 2D renderer for mobile, cheaper than the full 3D one by means of removing depth testing among other features, since that's what most people need fluids for in mobile games. Sorry if you were mislead by the asset info/videos, but we do warn about its performance implications in the store description.

You could still tweak the 3D one, removing functionality to make it faster. However each and every user will need a different combination of capabilities in their renderer (2D/3D, with/without foam, translucency, transmittance, reflection/refractions, opaque, flat colored or per-particle colored, etc...), and we can't possibly provide a renderer for each specific combination of features as there's hundreds. That's the reason why our rendering pipeline is designed to be extensible and modifiable by the user, kinda like Unity does with SRPs: we do expect most users to implement their own renderer as the included ones are meant for either high-quality rendering in desktop platforms (akin to HDRP), or basic rendering on less powerful devices (similar to LWRP).

If you want a refund, we have no problem with that. Just write to support(at)virtualmethodstudio.com including your Invoice Number.

kind regards,
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Messages In This Thread
RE: [Android][Unity] The Obi Fluid Renderer kill the performance. - by josemendez - 01-07-2019, 09:05 AM