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Need help with building for iOS...

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    #16
    Originally posted by NilsonLima View Post
    I don't build for iOS (gave up because I think the price of the hardware is too expensive for my taste, if not any taste), but sometimes I just hang in to see which are the difficulties people have and if I can see a light here and there. The hints Antidamage is providing are pure gold (along from what I have being able to follow during couple years in the community) and I thank him for being such a good example in the UE4 community, a rare find these days someone expend 10 to 30min over the forums just for the sake of helping people. Something Kalvothe could keep an eye over and when opportunity comes make the community aware of such exemplary individuals.
    NilsonLima I agree with you completely...

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      #17
      Hey all, I am catching up on this, give me a bit to respond.

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        #18
        Originally posted by Kalvothe View Post
        Hey all, I am catching up on this, give me a bit to respond.
        Awesome!!!

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          #19
          Originally posted by NilsonLima View Post
          I don't build for iOS (gave up because I think the price of the hardware is too expensive for my taste, if not any taste), but sometimes I just hang in to see which are the difficulties people have and if I can see a light here and there. The hints Antidamage is providing are pure gold (along from what I have being able to follow during couple years in the community) and I thank him for being such a good example in the UE4 community, a rare find these days someone expend 10 to 30min over the forums just for the sake of helping people. Something Kalvothe could keep an eye over and when opportunity comes make the community aware of such exemplary individuals.
          As a grumpy old man I get there eventually....
          Last edited by Antidamage; 08-14-2019, 01:26 PM.

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            #20
            I'd like to take this opportunity to let you all know how awesome you are. Thanks for the insight Antidamage, and good luck with your iOS build Bernessas. Follow up and let us know how it goes yeah?

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              #21
              Hi guys..

              Some feedback. And thanks once again for the advice and encouragement. It is much appreciated.

              As I mentioned yesterday; I set up a repo and pulled everything over to my mac.
              Then I started over with a new certificate and provision. I had some problems getting the two to match up but in the end I found that it was a simple naming mistake that I made early on and only noticed later on. I fixed it and my mac is now busy with a full test build! HalleluYah!

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                #22
                Hi guys... Now I need some more advice if it is at all possible... Our app runs on Android in the range of 45-60 fps. But on the iPhone 6 that I have built it to it barely reaches 30 and mostly stays under 25 fps. That means that it stutters and is quite choppy.

                Do I need to optimize even more or is there something that I am missing with regard to building for iOS?

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                  #23
                  Sorry, I packaged a development build and installed it on the iPhone 6. And for some reason textures I use on the desert floor have been compressed extremely and are very pixelated. It looks horrible. I will go on with troubleshooting and trying to get things to run better. Help and advice would be much appreciated though...

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                    #24
                    Sounds like something is wrong with the render settings if it's pixelated and running slowly. Make sure you didn't enable deferred or desktop rendering in iOS settings. Alternately make sure your textures are conformant to regular requirements: square, multiple of a power of two, etc. Then check the compression method being used on it. Also see what your frame rate limit under the iOS settings is set to. I usually bump mine up to 60 for recording video but then change it back down to 30 for releases, otherwise older devices get hot and eat battery.

                    Comparison screenshots between the two platforms would help. In my experience iOS devices run UE faster than comparable Android devices, Metal is a beast.
                    Last edited by Antidamage; 08-16-2019, 03:14 AM.

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                      #25
                      Hi Antidamage. Thanks for your quick response. I was also under the impression that my app would look and run better on iPhone... Been reading about Metal for a while and I have really been looking forward to see it in action with my work.

                      "Make sure you didn't enable deferred or desktop rendering in iOS settings."
                      My project is set for Metal Mobile renderer but I do not see a deferred rendering option. Where do I find that? To check that it is disabled...

                      All of the textures that I use are square, and power of two, except for a logo, which I have specified as being used for User interface 2d.

                      "Then check the compression method being used on it."
                      All of my textures are being used in the default DXT1/5,BC1/3 on DX11, except for the logo that I mentioned before. Should I be using a different compression format?

                      I will send some comparison screenshots in a moment...

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                        #26
                        Android screenshots
                        Attached Files

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                          #27
                          iOS Screenshots
                          Attached Files

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                            #28
                            Well, you've eliminated the obvious things. The problem is it's not using linear interpolation when it's sampling and it's a really low detail mipmap. Are you doing anything funky in your shader? Anything to do with math on the UV coordinates? It must be either that material or texture because it's not affecting the other objects.

                            Check the sampler type in the texture node of the material.

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                              #29
                              I made the master material from a tutorial on YouTube because I wanted to be able to use vertex painting so that the repeating patterns could be broken up. I also improvised a few things as well as I knew how because I needed to get the texture samplers down to I can't remember how many... Here is the node setup.



                              Attached Files

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                                #30
                                I then use a material instance on the plane itself...

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