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The message gets lost in performance. The difference between engine optimized for certain platform is simply massive. We're talking at in the worst case 10x th
by sharpneli 12y ago
The message gets lost in performance.
The difference between engine optimized for certain platform is simply massive. We're talking at in the worst case 10x the performance difference.
Why is this? Let's take modern console game for PS4. It uses mantle like API where you can simply spam drawcalls like no tomorrow. Port that to DX11/OpenGL and you'll choke.
Or move a simple OpenGL game from PC to mobile, it does nothing fancy and uses ES2.0 subset of OpenGL so it should work nicely? Not quite. All your scenes are built using effects that cause massive performance penalty in tile based renderers. Sure it works fine on Tegra K1 but everywhere else it's horrible.
On the other hand there is a way of doing multiplatform development. It means using Unity (or other multiplatform engine), limiting yourself to a common subset and leaving the optimization part to be the headache of the engine developers. However even if you use Unity you have to manually consider the effects you are using on per platform basis.