Comments (3)
Raymarching is a very heavy technique. To make it work well on mobile, the per-pixel load needs to be reduced.
- Reduce the complexity of the formula
- Reduce the number of loops (
Loop
) - Increase the
Minimum Distance
so that the loop finishes faster - Reduce the resolution of the rendering buffer (uRaymarching does not support this)
And I ran the sample scenes in uRaymarching on Android and both Forward / URP (Forward) worked fine. Could you try the same?
from uraymarching.
Thank you for your support. I made remarkable optimization progress for mobile. I followed your instructions and got result. But there are still a few issue that I need to handle. I have tested project new version on Android Devices, BlueStack Android Emulator and IOS. The project run on IOS without any problem. But, there is an interesting case between BlueStack Android Emulator and Android devices. I simulated the project with very low Android device settings on BlueStack Android Emulator with 40-50 fps. Here is the interesting thing, when I run the project on Android device which has very high capabilities than the BlueStack Android Emulator, I get 1-5 fps.
I got screenshots from IOS, Android Device and BlueStack Android Emulator. I noticed the Shader Level. The shader level is 35 on BlueStack Android Emulator. Even I keep same settings, the shader level is 50 on Android Devices.
Note : I also shared the Device's hardware specifications on bottom the images.
BlueStack Android Test
Android Test - 1
Android Test - 2
IOS Test
from uraymarching.
1 fps seems too slow... It might be a good idea to connect Profiler to analyze to see if the graphics are really the cause.
(For example, the FPS often drops noticeably in cases where a lot of error messages are output.)
Of course, differences in Shader Level may also have an indirect effect, but I have no idea at this time... 😢
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Related Issues (20)
- Properties in distance functions
- Switch serialization to "Force text".
- Unity 5.6.x support
- Raymarching objects become invisible in Mac
- Unable to Export HOT 1
- Unable to make Cubes subtraction HOT 6
- glitched Follow Object Scale HOT 6
- Cube map is black! HOT 3
- Rendering Mandelbulb black screen HOT 1
- How to remove some objects raymarching.
- Rendering issue in URP VR with Depth Texture enabled HOT 1
- Not working for Oculus Quest (Android)
- Fix "cutout" effect on full screen HOT 4
- SRP Batcher & URP Usage HOT 2
- Trying to test but not sure if I did something wrong. HOT 2
- How to customize your own template HOT 1
- Rendering breaks when using forward rather than deferred HOT 4
- Stereoscopic VR rendering with RaymarchingRenderer HOT 4
- Metal Support HOT 1
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