iPad3 static shadow maps
Members - Reputation: 281
Posted 10 July 2012 - 10:59 AM
How does infinity blade dungeons manage to have all these nice screen space effects combined with dynamic shadow mapping for characters. Is there some trick to this?
Members - Reputation: 557
Posted 10 July 2012 - 11:16 AM
It's a long shot, but given I once had a very similar frame rate drop I would also quickly check that something you have done has not kicked in the 'slow gl' path. There's a tool in the core animation profiler that can help determine this. If you support both landscape and portrait modes...do all profiling in both because some things only occur in landscape due to rotation processing and you need to understand the differences.
Edited by freakchild, 10 July 2012 - 11:17 AM.
Members - Reputation: 246
Posted 14 July 2012 - 07:00 AM
Xcode includes a handy tool called Instruments that can be used to find bottlenecks.
I dont actually use apple tools at all. I am using a crossplatform API called marmalade which lets me code in C++
I am not sure what kind of profiling tools I can use with it as I cant even use gdebugger with it.
Crossbones+ - Reputation: 13577
Posted 20 July 2012 - 04:24 AM
Shadow mapping causes dependent texture reads which are terribly slow on iOS devices in the first place.
This is done for every pixel of the scene, and the device is fill-rate limited, which is a bad mix.
In fact you optimized away exactly the opposite of what you should have. Generating mipmaps is virtually free if done properly. Using them is the problem.
Unreal Engine 3 generates shadow maps only for characters, and then all objects besides characters actually receive those shadows. Characters do not cast shadows on themselves nor on other characters. Characters often occupy a lot of the screen, so having them not receive shadows reduces fill-rate costs.
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