Subscribe to the TouchArcade YouTube channel Subscribe to the TouchArcade YouTube channel Note: I`m wondering how many Generations we will have to wait to see a Quality like this on our Mobil iOS/Android/Window Device in Realtime.
Probably never as this is intended for future consoles and the current gen of smartphones are nowhere near even the dated current ones For perspective iPhone 4s 30 million polygons/sec Xbox 360 500 million polygons/sec Low end PC GPU 2000 million polygons/sec Next Gen Console ?
Considering that they allow iOS game development with UDK now, wouldn't it make sense to release UDK for Macs? Surely, such a big company would have the resources to port the GUI to Mac, right? I don't want to switch back and forth all the time between Mac and PC.
We aren't even seeing 360 or ps3 graphics on iOS. U4 will likely be for high end PCs until the next generation of consoles is released. And out of curiosity, how many polygons per second can the a5x handle?
Really hard to guess at due to the retina screen having 4 times the pixels the gpu itself can do 133 million in ideal circumstances none of these comparisons are really taking the cpu's into account mind you.
How good the final product looks isn't really related to whether or not they'll use the tech on iOS. You can say "we're not seeing 360 graphics on iOS" but they're still using UE3 nonetheless. Maybe they've got something similar lined up for 4.
Whether it not developers are using unreal 3 or any engine on ios wasn't my point. I was merely pointing out that iOS cannot compare graphically with consoles, for the most part.
The best iOS devices right now aren't even close to half 360/PS3 hardware power. For mobile to get on pair with X360 and PS3 you will probably have to wait 2 years (or more). Even if your iOS device have a similar hardware to a current console, it will be slower due to the OS and graphic API nature (more layers to traverse). You are even closer to the metal on a console than a Mobile or PC. That's why PS3 and X360 consoles can push drawcalls higher than 10K. On PCs, you can't go higher than 2500. On your A5X, if you go higher than 300 drawcalls you will notice a huge performance hit, alongside with high frametimes (slow fps). Even at 300, is already slow.
...but then optimization and small levels can be deceptive. Look at nova 3 and your own forgotten memories. Both both of those look like they could've been on a console back when in 2006 or so.