In my opinion, geometry render and shaders are too heavy for low-end mobile. In my game I do not have any lighting, any complex shaders (all unlit), there are no textures.
As you can see on screenshots, I do not have anything… Like 40k polys and unlit shading, that is all… But I get 20 fps. So it must be a polycount or shader bottleneck.
I have noticed, that pure unlit shader without any material logic gives me like 20 instructions… In real shader it should be like 1 instruction for return a flat color.
just
return float3(1.0,1.0,1.0);
There is somthing unreal adds to shaders. We all know about PBR, but unlit is just a color, there should be no heavy stuff. I’m trying to get deeper in unreal shader code to see, what they done there. Maybe if i’m lucky to remove those instructions, I could get a boost to game performance.