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Messages - illumina

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Other Packages / Re: Tasharen Fog of War
« on: March 08, 2013, 04:26:06 AM »
Thanks for the prompt response. Two things

1) our game is an action rpg, so the fog needs to be fairly responsive. Kind of like Starcraft. I don't think I can get away with 2 per second, but I'll double check again.

2) could you elaborate a bit on the shader strategy you're suggesting for iOS? Are you suggesting not to use a screen effect but instead use multi texturing and have each objects shader know whether to tint itself & do the blending?

Other Packages / Re: Tasharen Fog of War
« on: March 07, 2013, 10:22:10 PM »
Hey There,
I am using your fog of war system in an iPad3 game and am finding the performance to be horrendous.

I really like the system and have integrated it fairly deeply into my game, so I'd like to keep using it. I'm seeing a framerate of about 25FPS with the FOW system turned on. If I turn off the shader then I get around 80FPS. The FOWSystem.Update() causes substantial spikes every few seconds (6ms) too in addition.

Unity profiler shows my game is spending significant time(11-30ms) in Device.Present, so I am fairly certain the issue is the shader. I've attached two screenshots of the unity profiler with both Device.Present() and FOWSystem.Update() selected.

I've tried twiddling different configuration options in FOWSystem, but can't seem to find any that reduce perf impact. I'm using a 256 world size and 256 texture size, 0.1 update time, and 0.4 blend time. None of my objects are below Y=0, and i am using some line of sight. All works fine... just slow on device..

Have you tested this on iOS before? Am I doing something stupid?


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