4 ms·
Seriously? I'm getting 32-36 on the iPhone X. I don't think it's resolution dependent, so I'm pretty interested in why the performance is so much less.
by deaddodo 9y ago
Seriously? I'm getting 32-36 on the iPhone X. I don't think it's resolution dependent, so I'm pretty interested in why the performance is so much less.
- adamnemecek 9y agoI’m getting 60 on X. Are you using safari?
- westoncb 9y agoFragment shaders (which this is) are quite resolution dependent: they are programs which execute at each pixel, so the input size to the algorithm contained in the shader is essentially equal to the resolution (it's not strictly, since other data can be passed in which the program iterates over—but it is fairly uncommon for shaders to make heavy use of loops or recursion from what I've seen).
- deaddodo 9y agoI understand that, I'm quite acquainted with 3D programming and shaders. But I was under the impression that they were dependent on the resolution of the renderview, not the device.
- drifkin 9y agoMake sure Low Power Mode is off, if it's on it'll have a big effect on performance.
- deaddodo 9y agoThat was it. Didn't even remember that I have it on.
- dingo_bat 9y agoIt's definitely resolution dependent. On my Galaxy S7, the frame rate is 40-45 when the screen is set to 1080p, and drops to 20fps if I increase the resolution to 1440p.
- melling 9y agoI’m getting 60 fps on my iPhone X.
- always_good 9y agoWhy wouldn't it be resolution dependent unless you specifically knew otherwise?
- deaddodo 9y agoI understood it to be dependent on the resolution of the renderview, not the device. Perhaps I'm incorrect, but the problem in this case was low power mode.