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Shane C

Performance on Android

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Playing around with UE4 to eventually make a game, and I tend to take a systematic approach, planning ahead. I was wondering, would something like a Samsung Galaxy Tab A run the following at native resolution (1024x768)?
 
125k triangles base that will go through 2 passes, 50 draw calls, 50 512x512 textures.
 
That is total. Basically I plan on having 50 pieces, 25 of those pieces being environment assets and 25 being characters. Each character would have 2,500 triangles and a 512x512 detail texture using this example.
 
Does that sound low, high, or just about right?
 
Also, I'm going to get told, "combine some of those materials to reduce draw calls if you can". I know smile.png.
 
Also, I plan on you being capable of seeing almost everything in the world at one time.
Edited by Shane C

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Samsung Galaxy Tab A ... 1024x768 ... 125k triangles base that will go through 2 passes, 50 draw calls, 50 512x512 textures.

That shouldn't challenge the hardware.

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The Samsung Galaxy Tab A seems to have a Qualcomm Adreno 306 GPU. In my experience, pixel fillrate is often the limiting factor, which according to https://gfxbench.com/device.jsp?D=Qualcomm+msm8916_32+%28Adreno+306%2C+development+board%29 is about 458 Mtexels/s or roughly 7.6 Mtexels per frame so it should be possible to touch each pixel about 9 times per frame with a simple fragment shader that does a texture lookup at a resolution of 1024x768 while running at 60 fps. But those are just theoretical numbers, so better benchmark it yourself to make sure they aren't off by too much.

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