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I really want to like unreal but...

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    I really want to like unreal but...

    There are so many visually stunning demos for unreal but when it comes to mobile, I have yet to see one good looking game that runs smoothly on something like a galaxy S3.

    The best thing I've seen so far is the Sun Temple demo and even that was giving me about 15 fps when it didn't crash.

    Any games out there that I should check out?

    #2
    UE4 uses some advanced and heavy shaders. Unfortunately there is no alternative lower quality version of those shaders. You need a strong mobile GPU in order to get the "visually stunning" demos running at a decent framerate. Honestly I love UE4 for desktop but I just cannot use it for mobile for this reason.

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      #3
      HI,

      I did a test on a moto X 1st gen

      Chipset Qualcomm MSM8960DT Snapdragon S4 Pro
      CPU Dual-core 1.7 GHz Krait 300
      GPU Adreno 320
      Memory 2 GB RAM


      here are the specs for the S3:

      Chipset Exynos 4412 Quad
      CPU Quad-core 1.4 GHz Cortex-A9
      GPU Mali-400MP4
      Memory 1 GB RAM


      Basically only 1GB of difference which may be the cause but still here is an example of what you can achieve...

      still working on the lighting (not using static lighting!) and added a bunch of things in game since the video was taken and my frame rate is still the same.

      Put the quality to 760P in order to get a better idea!

      Last edited by maparizeau; 06-27-2015, 12:58 AM.
      The Hangar Studio - Video Game Studio

      An I for an I
      (Imagination equals Innovation)

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        #4
        Originally posted by maparizeau View Post
        HI,

        I did a test on a moto X 1st gen

        Chipset Qualcomm MSM8960DT Snapdragon S4 Pro
        CPU Dual-core 1.7 GHz Krait 300
        GPU Adreno 320
        Memory 2 GB RAM


        here are the specs for the S3:

        Chipset Exynos 4412 Quad
        CPU Quad-core 1.4 GHz Cortex-A9
        GPU Mali-400MP4
        Memory 1 GB RAM


        Basically only 1GB of difference which may be the cause but still here is an example of what you can achieve...

        still working on the lighting (not using static lighting!) and added a bunch of things in game since the video was taken and my frame rate is still the same.

        Put the quality to 760P in order to get a better idea!

        That looks amazing, do you think you could keep those frame rates in a fully 3D game with AI?

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          #5
          Everything you see here is 3D... the only 2D I have are the orbs (particle effect is 3D) and the "key" to open the trash can. I don't have any enemies ready but I can show you a scene with pick up that have particle effects and a bunch of moving objects and a fully working HUD (score, timer, update numbers, win/lose screen, etc.). Should be ready, hopefully by tomorrow night so stay tune
          The Hangar Studio - Video Game Studio

          An I for an I
          (Imagination equals Innovation)

          Comment


            #6
            Hi Death Strike,

            I've setup a quick video with a workable HUD, pickup and particle system and more movable objects in the scene. Nothing as been optimized, the particle system as been scaled to look bigger and it's packaged as a development build.

            You will notice in one area, I place a lot of pickups and there again, the FPS is still very good.

            FYI this level with all of the menus (3 maps total and 11 UMG widget plus all of the save game implemented = 35 MB APK/OBB development build)

            hope this gives you a good idea.
            Last edited by maparizeau; 06-27-2015, 09:22 PM.
            The Hangar Studio - Video Game Studio

            An I for an I
            (Imagination equals Innovation)

            Comment


              #7
              - 30-35 fps on Galaxy Tab S.

              - poor 20 on Galaxy Tab S (these vids are made on Nvidia Shield) but this one has no optimization at all.

              - 30-40 fps on Galaxy Tab S, higly optimized, no landscape used but static meshes with custom collision and 3 level LODS, level composition for level streaming and modular player meshes (so 6 drawcalls for mesh which is a bit of an overkill - probably would drop fps if there were more of these meshes on the screen)
              Last edited by Z-enzyme; 06-28-2015, 08:10 AM.

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