To get the most out of the Android* x86 platform there are a number of performance optimizations you can apply to your project that help to maximize performance. In this guide, we will show a variety of tools to use as well as features in the Unity* software that can help you enhance the performance of the native x86 code. We will discuss how to handle items like texture quality, batching, culling, light baking, and HDR effects. Additionally, we also will show how to build an x86-specific binary for testing and other needs. By the end of this guide you will be able to identify performance issues and what they are bound to, key optimizations, and methodologies for good game development in Unity. First we will go over some of the tools available that will make it easy to identify potential hot spots in your application.
OpenGL ES 3.0 Instanced Rendering Sample Program and Article
Technical article showcasing the benefits of using instanced rendering in OpenGLES 3.0 applications. Summary: By batch-rendering multiple versions of the same mesh, instanced rendering can help developers using OpenGL* ES 3.0 and later dramatically improve performance and resource efficiency.
OpenGL* ES 3.0 Precompiled Shaders Sample Program and Article
An article and sample showcasing the benefits of precompiling shaders in mobile apps using OpenGL ES 3.0 or later. Summary: Programmatically compiling all shaders the first time an application is run and saving the binaries for reuse can significantly reduce load times for games in subsequent runs.
The application of an image, or texture, to a 2D or 3D model to enhance graphical detail is a very common technique in the field of computer graphics. Android* allows the usage of a variety of texture compression file formats, each of which has its own set of advantages and disadvantages. The Android Texture Compression sample allows developers to easily compare textures of five different texture compression file formats: Portable Network Graphics* (PNG), Ericsson Texture Compression* (ETC), Ericsson Texture Compression 2* (ETC2), PowerVR Texture Compression* (PVRTC), and S3 Texture Compression* (S3TC), which is also known as DirectX Texture Compression* (DXTC). This sample demonstrates how to load and use these different formats with OpenGL ES* on Android. All supported texture formats are shown side-by-side so the relative size and quality can be observed. Choosing the right compression allows the developer to balance app size, visual quality, and performance.
Sample Application: Near Field Communication (NFC)
Mobilizing from the Console: Porting SSX to a Bay Trail Tablet Running Android
This technical case study reviews the challenges that the developers faced when porting the latest version of SSX to the Intel® platform code named Bay Trail while remaining true to the original spirit of the game.