I am working on a large scale mobile game and one thing I notice is that mobiles are very bad with textures.
I started by making the textures in the game 2048* 2048 then because of memory limits I dropped down to 1024*1024. While doing basic profiling I noticed that my textures are by far the most graphical impacting factor even when using Unity's mobile shaders.
So I am thinking about discarding textures or at least dropping them down to 256*256 or 128*128 for basic info only.
I would use Unity materials with tiling textures to create material types. A screen space Ambient occlusion shader. No normal maps as I would instead increase the polycount, I noticed that replacing my models with higher poly models has very little impact. I could use very basic vector calculations to blend colors, think matcap shaders.
Matcap shaders would be key to this looking good.
My question is: Would something like this even work? Cell shaded games is the nearest I have seen to this concept, yet they often rely on heavy composing that reduces all benefits.
Wouldn't the extra draw calls reduce my performance gain? I could switch to Unreal to do this as I noticed it has a much better performance with complex shaders and it's instanced material system even works on animated objects.
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