Original Post
Hmm so I implemented a small test for my mobile game engine. I knew that it ipad could not handle dynamic shadowmapping of the entire scene so I generate a 768x768 shadowmap at the start of the frame and leave it there, this is just done on the first frame and repeated on scene changes. It works pretty well producing very nice shadows which have nice quality with retina resolution and MSAA. But doing so my game performance drops from 60fps to 30-40fps depending how many mesh instances I have in the scene (I use frustum culling). I just cant understand why when having 5 extra meshes in the scene the frame rate drops so drasticly, I mean I am just sampling a static shadowmap once for each pixel.
How does infinity blade dungeons manage to have all these nice screen space effects combined with dynamic shadow mapping for characters. Is there some trick to this?
How does infinity blade dungeons manage to have all these nice screen space effects combined with dynamic shadow mapping for characters. Is there some trick to this?