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I was so proud in 2014 that our development team managed to pull a 60 FPS on iPhone 4. Built our own UI framework (before Unity rebuilt theirs), pulled images f
by golergka 7y ago
I was so proud in 2014 that our development team managed to pull a 60 FPS on iPhone 4. Built our own UI framework (before Unity rebuilt theirs), pulled images from network, assembled and updated sprite atlases at runtime and even created our own text rendering - all of it, in order to get 60 frames per second on 4 year old phone. And most likely, it still does, in 2020.
Since then, I've never worked in a team that would be so dedicated to perfomance. May be because that was a team that worked on a product with over 100 million installs that had all major features already developed - everybody else is too busy trying to figure out a market fit.
- MaxBarraclough 7y agoSo the official toolkit wasn't capable of 60fps?
- golergka 7y agoOfficial toolkit at the time was only immediate mode, calling all gui logic every frame, so, no. But even with the unity UI, building atlases on the fly isn't something that you can do out of the box.