Currently our modeler just gave me a very detailed first-played warrior mesh with 90000 polygons(150000 triangles after triangulation)! And I’ve skined it, and animiated it in maya, then imported those skeletal meshs and anims into UE4.4.3. Currently on my Mac, the program runns pretty fast in PIE mode, while since PIE mode in UE4 has been so smart to adapt your computer’s performance… But I really wonder if an iphone, let’s just say, iphone5, can it render all those triangles in real time? I think it will be crazy…As Michael Noland has montioned in this thread: https://forums.unrealengine.com/show...IOS-limitation
" it is rare to end up vertex bound on iOS (shadowing skinned meshes can be, but static geometry will probably never be bottlenecked here)."
I haven’t got it test on iphone yet (haven’t got the test phone yet), can someone (Michael, help!) tell me,
1 typically on iphone5, how many polygons should be good for a FPS style skeletal mesh?
2 If I have to render all of those triangles, what kind of optimization should I use?
3 How did the PIE mode runs so fast? how do I apply the same optimiazation it uses in production (even it will decrease render quality…)?
btw you can see a snapshot for this skeletal mesh, it is a samurai.