'Mobile Temple' example runs on iPad3 at 11-20 fps
Is that performance expected? (considering UE4 runs on iPad3 with no retina support).
Other examples even very simple examples shows low frame rate too ~20 fps.
Is it tweakable? Any tricks to get 60 fps? )
Can we expect reasonable performance in next releases, any timeframe for that?
asked Mar 24 '14 at 04:40 PM in Packaging & Deployment
There are a number of reasons for this. If you look at the tech specs from iPad 3 -> iPad 4, there's a stark difference. This is mostly because the iPad 3 can barely handle the graphical expense of the retina display, and the fact that its not a whole lot more powerful that the iPad 2. Even if UE4 doesn't push content at a "native" retina resolution, it still has to be powered by hardware that unfortunately is quickly obsoleting itself (a why the iPad 4 was released so quickly after the 3).
Asking 60 FPS on any mobile device running 3D games built in an engine, running more expensive shaders is bit of an unreasonable expectation, except maybe in menus. Every non-native, engine built game (Unreal, Unity, etc) that I've ever worked on, we lock the framerate at 30. This also seems to be standard with other mobile development studios as well.
Here's a technical spec breakdown - http://en.wikipedia.org/wiki/IPad#Model_comparison
This document is really useful for working out current engine performance levels on various devices.
So yes there will be bits to tweak, probably a bunch of fullscreen effects would be the first to go.
Well it runs at 30-40 FPS on my laptop which is much, much more powerful than your iPad 3. So I guess there is something wrong with the optimizations, but I believe thats just the case with the early build.
answered Mar 24 '14 at 08:01 PM
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