Some questions pertaining to Gear VR game development.
I've been teaching myself Unity and I've installed the Mobile SDK, although I don't have any hardware to test with just yet. For the time-being I'm running the game on the screen on my laptop.
The Mobile SDK outlines some easy scene targets:
* 50k - 100k triangles
* 50k - 100k vertices
* 50 - 100 drawcalls
* 128 (up to 512) mb of textures.
So far my game does not exceed any of those guidelines, but when I run it on my four year old MacBook Pro the framerate averages about 30-40 FPS. In some moments of some scenes I'm able to achieve 75 FPS, but it never lasts for very long and quickly drops back to the 30s.
So my question is this: Is my poor framerate due to my old computer with integrated graphics? Will the game be able to achieve at least 60 FPS when running on the Note 4 as long as I'm staying within the triangle, vertex, draw call, and texture limitations outlined in the SDK documentation? Or should my laptop be able to achieve a higher framerate if I continue to tweak things?
Any help from more experienced devs would be greatly appreciated. Thanks.
The Mobile SDK outlines some easy scene targets:
* 50k - 100k triangles
* 50k - 100k vertices
* 50 - 100 drawcalls
* 128 (up to 512) mb of textures.
So far my game does not exceed any of those guidelines, but when I run it on my four year old MacBook Pro the framerate averages about 30-40 FPS. In some moments of some scenes I'm able to achieve 75 FPS, but it never lasts for very long and quickly drops back to the 30s.
So my question is this: Is my poor framerate due to my old computer with integrated graphics? Will the game be able to achieve at least 60 FPS when running on the Note 4 as long as I'm staying within the triangle, vertex, draw call, and texture limitations outlined in the SDK documentation? Or should my laptop be able to achieve a higher framerate if I continue to tweak things?
Any help from more experienced devs would be greatly appreciated. Thanks.
