Danim
1
Hi,
We are experience gaussian splat rendering lower performance on iOS devices compared to some Android devices he have at hand.
As an example, the first model on this PG (the parrot) we are having:
30-40 fps on an iPhone 15 pro
30-40 fps on iPhone SE 2nd gen
60-80 fps on Samsung S22
60-120 fps on Samsung S24
Is there any known limitation on iOS devices that keeps the fps at that range?
Thanks
Cedric
3
Hi @Danim No known limitation on iOS
How the GPU compare between these devices?
GS is quite intensive. I would not be surprised if the os limit the bandwidth/framerate somehow.
Did you try to do a browser profiling on ios and android?
Danim
4
Hi @Cedric ,
I’ve modified the PG initializing the engine without antialiasing and now I’m getting 60fps stable on both iphones in all of the GS models here:
How is antialiasing in the engine initialization affecting the performance that much?
Cedric
5
AA increases the bandwidth usage. with high dpi and the amount of blended overdraw, it looks like it’s scaling poorly on these devices.
Do you know if it’s possible to do something for that @Evgeni_Popov ?
You can disable AA and use the FXAA post-process instead. It could be a good replacement for a fraction of the GPU cost.