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mobile and instanced static mesh???

hey, i have some question about instanced static mesh on mobile. first, i know that instanced static mesh is supported on opengl es3 i think but how i know which device support opengl es3??? am working on a game for galaxy s4 an above will it work on those devices????

second, dose it depends on hardware or software for the mobile to support opengl es3???

sorry for my bad english.

Product Version: UE 4.12
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asked Aug 15 '16 at 11:27 PM in Rendering

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Yes it does work, except for older devices. I tried it on the Galaxy Note 2 (2012) and it basically destroyed the FPS completely. So no benefit from using it. I have not tested it on the Galaxy S4, but I have tested it on the Galaxy S5, Galaxy S6 and Galaxy S7, Nexus 6, Nexus 7, all working fine. I did notice it sometimes exploded the meshes, but this bug was solved after one of the latest android updates.

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answered Aug 16 '16 at 04:59 PM

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avatar image Moazahmed123 Aug 17 '16 at 08:45 PM

hey thanks for your answer just one more question dose it have a good affect on the proformance or it's not nessesary??

avatar image Roel Aug 18 '16 at 11:11 AM

Anything depends on the setup of your game, so never believe a 100% of what people tell you about performance, just test it yourself in your own game environment.

I tested instancing with 1000 cubes. Compared to 1000 separate object and 1 massive object containing all the cubes.

I basically came to the conclusion that yes, instancing helps performance on all devices that work with it (i.e. Note 2 does not), but combining meshes into a single mesh could be better in most cases if all of them are on screen anyway + it works on older devices.

Poly count does not really matter that much, unless you have complex vertex programs running on them.

The only thing which does have a high impact on performance is overlapping objects. Unreal's forward rendering does not render front to back, and there is no way to set this up per material, so trying to remove objects by having them blocked by other so the pre-computed visibility culling can take care of it is a huge win for some games. But again, try testing this yourself because in some games the occlusion system won't do anything since not that much is blocked so it just increases memory usage.

If you feel this answered your question make sure you mark this as the answer :)

avatar image Moazahmed123 Aug 18 '16 at 04:58 PM

thanks man a lot of useful informations.

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