Announcement

Collapse
No announcement yet.

blueprints and performance on mobile

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    blueprints and performance on mobile

    Would using c++ instead of blueprints grant any significant performance gain on mobile platforms?

    #2
    No, it will not. Rendering shaders is what slows old mobile devices on android.

    So unless you are making heavy calculations in blueprint, moving to C++ will not add much.

    Comment


      #3
      not only shaders as having couple of billboards with unlit material still can get choppy :P

      Comment


        #4
        Fillrate, texture bandwidth and pixel shader processing power is the biggest bottleneck on low-end Android. The terrible OpenGL ES drivers don't help either. If you're billboards with alpha blending, you'll stress fillrate if you have a bunch of them overlapping each other. You'll actually get better performance by making opaque polygonal cutouts instead of a single quad with an alpha blended texture, specially if it covers large areas of the screen and overlaps a couple times.
        Last edited by pedro_clericuzzi; 11-26-2014, 09:26 AM.

        Comment


          #5
          ok, does paper2d use quad or makes a cutout?

          Comment


            #6
            Originally posted by laggyluk View Post
            ok, does paper2d use quad or makes a cutout?
            You can make cutouts in sprite editor. Manually and/or Automatically
            Angry Ginger Santa - 2D Physics Game, UMG, Blueprints only, Android

            CPP Dialogue System with logic in blueprints
            Particles Propagation, Blueprint only

            Comment

            Working...
            X