Home
Reviews
Forums
New Games
Podcast
• submit tip •

Support our Sponsors:
View Poll Results: I want this iPad3 enhancement
Leave it like iPad 2 and give me a smoother frame rate 8 20.51%
Keep the 1024 resolution, but add more graphics and stuff to use the extra power 27 69.23%
Same graphics as iPad 2, but at a higher resolution 4 10.26%
Voters: 39. You may not vote on this poll

Reply
 
Thread Tools Display Modes
  #31  
Old 06-08-2012, 10:16 PM
JBRUU JBRUU is offline
Senior Member
iPad (4th Gen), iOS 6.x
 
Join Date: May 2012
Location: USA
Posts: 5,728
Default

It's underpowered in gpu, not CPU. CPU has nothing to do with framerate issues with retina.
Reply With Quote
  #32  
Old 06-10-2012, 04:10 AM
Frand's Avatar
Frand Frand is offline
Senior Member
 
Join Date: Oct 2008
Posts: 1,006
Default

One approach to possibly consider is to render the in-game 3D at regular iPad resolution (with AA if you wish), but HUD elements and any text with retina sharpness.

The biggest benefit from retina is with font legibility anyway, so with such an approach you could safely say the game has been enhanced for retina iPads.
Reply With Quote
  #33  
Old 06-10-2012, 05:04 AM
Rubicon's Avatar
Rubicon Rubicon is offline
Developer
iPad, OS 4.x
 
Join Date: Feb 2011
Location: Isle of Wight, UK
Posts: 1,276
Default

That's a good idea.
Reply With Quote
  #34  
Old 06-10-2012, 05:31 AM
DemonJim's Avatar
DemonJim DemonJim is offline
Developer
iPhone 4, iOS 6.x
 
Join Date: Nov 2010
Location: UK
Posts: 370
Default

What Frand says. I forgive lower res for higher framerates in 3D, but all OSD elements should still be Retina.

In addition to this, using Retina isn't an all-or-nothing thing - it's a sliding scale.

So for example you can set the contentScaleFactor for your 3D render target to 1.5, which will actually be 50% Retina (where 1.0 is non-Retina and 2.0 is full Retina). The resolution (in terms of pixel shaders) is effectively halfway in between the two.

Another idea is to render the basic scene at full Retina but do all post-production effects (bloom, depth of field, explosion/smoke billboards etc) at lower res.
Reply With Quote
  #35  
Old 06-10-2012, 05:45 AM
Rubicon's Avatar
Rubicon Rubicon is offline
Developer
iPad, OS 4.x
 
Join Date: Feb 2011
Location: Isle of Wight, UK
Posts: 1,276
Default

No such options for us. The real killer is the terrain pixel shader now it has to handle the fog of war, or the water shader which has always been a hog.

These kinda thoughts apply generally though, I agree.
Reply With Quote
  #36  
Old 06-10-2012, 05:54 AM
NinthNinja NinthNinja is offline
Senior Member
 
Join Date: Jan 2011
Posts: 330
Default

I think the problem with iPad Retina or why developers say it's bad for frame rates is because the hardware has not been utilised by the programmers the right way... You really need to optimise from the word go with no half measures.

This is what is possible or what Mutant Storm on the Retina can achieve:

1. 60fps framerate.
2. Two render targets at 1024x768 processing feedback effects.
3. One render target at 2048x1536 processing level and enemies.
4. The 2048x1536 render target having post processing effects to simulate glow.
5. And then a copy to a 2048x1536 frame buffer.
6. And to top all that off alpha polygons out number solid polygons in the graphics department.
7. The use of 32bit colour on textures, frame buffers and render targets.

In theory all this should grind the framerate down but in practise the game runs at a solid 60fps without a hiccup. The only thing that has effected framerate is when Game Center boots up.

But the point I'm making is that the hardware is not underpowered and it can actually process a fair amount of pixels.

In a marketing sense it makes sense to go for this because you will highly be likely to get featured by Apple.


That trick of rendering into a lower rez render target and drawing the hud at a higher resolution is what I did for the iPad1 version of Mutant Storm - I'm actually surprised that the iPad1 can handle quite a few render targets.


Anyway, I hope no one takes offence with this post... it's just another point of view on what is possible on iPad Retina.
Reply With Quote
  #37  
Old 06-10-2012, 06:01 AM
Rubicon's Avatar
Rubicon Rubicon is offline
Developer
iPad, OS 4.x
 
Join Date: Feb 2011
Location: Isle of Wight, UK
Posts: 1,276
Default

No offense here, we've never been able to figure out what our core fps issue is.

Our game doesn't have a bad frame rate but it's always been lower than what my gut tells me it should be. We've spent weeks with various analysers trying all the tricks - 1x1 textures, "just colour" shaders, drawing cubes instead of models etc. etc. There's no newbie mistakes in our engine, it just draws a shitload of stuff.

Are you using "packed" vertex formats? One thing we've never tried it making them "worse" by using floats for normals instead of an U8 type etc.

Last edited by Rubicon; 06-10-2012 at 06:03 AM..
Reply With Quote
  #38  
Old 06-10-2012, 06:15 AM
DemonJim's Avatar
DemonJim DemonJim is offline
Developer
iPhone 4, iOS 6.x
 
Join Date: Nov 2010
Location: UK
Posts: 370
Default

Given what you've said you've tried while investigating the bottleneck Rubicon my hunch (assuming you're not vertex-bound) is that there are just too many GL state changes going on.
Reply With Quote
  #39  
Old 06-10-2012, 06:27 AM
Rubicon's Avatar
Rubicon Rubicon is offline
Developer
iPad, OS 4.x
 
Join Date: Feb 2011
Location: Isle of Wight, UK
Posts: 1,276
Default

It's not state-changes. Our engine already sorts the rendering list to minimise them and one time we took the dirty cache out and let it set every state, even if it's already set. No change.

We've never been able to test if we're vertex bound tbh, but I wouldn't think so - not drawing the units didn't give much back and the terrain models didn't increase when we saved out simpler ones (the meshes are all cpu extruded in a tool - as a manifold, no overdraw).

We came to the conclusion we were chasing ghosts and have no true bottlenecks, we're just drawing shitloads of stuff - it may not look it but there's a bucketload of graphics in our game.
Reply With Quote
  #40  
Old 06-10-2012, 06:39 AM
DemonJim's Avatar
DemonJim DemonJim is offline
Developer
iPhone 4, iOS 6.x
 
Join Date: Nov 2010
Location: UK
Posts: 370
Default

Maybe it's that sort algorithm? That's (mostly) a joke by the way

Still, I really don't understand why you can't try what I said above having 'partial Retina' by setting the contentScaleFactor somewhere between 1.0 and 2.0 - I suppose that depends if you're using middleware which supports it (if not, get them to add it!)
Reply With Quote

Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


iPhone Game Reviews | iPhone Apps

All times are GMT -5. The time now is 04:38 AM.