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This question was closed Feb 19, 2015 at 12:54 AM by meat5000 for the following reason:

Too subjective and argumentative

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Question by Marcus Murumae · Feb 18, 2015 at 07:30 PM · mobilegamedrawcallsinamount

Drawcalls in Mobile game

Hello! What's the normal amount of drawcalls in android game?

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Answer by tanoshimi · Feb 18, 2015 at 07:39 PM

This is a somewhat arbitrary and subjective question for several reasons (e.g. What do you mean by "normal"? Are you treating all Android devices the same - from my old 800Mhz Xperia phone to a six-core 64-bit processor in a Samsung S6, or OUYA? And why does it even matter - drawcalls are just one factor that can be used to rate performance).

That said, I'll give you a somewhat arbitrary and subjective answer...

...30.

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Answer by nikkouskouk · Feb 18, 2015 at 08:36 PM

According to a unity video i once watched on youtube Unity devs said about some hundreds of drawcalls i think that 30 are way too low. Edit:This is the video.

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avatar image meat5000 ♦ · Feb 18, 2015 at 08:38 PM 0
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30 in fact was the maximum draw call limit of some of the older generation iPhones.

30!

Android can indeed take a lot more. Even an old Single Core HTC on 2.3.1 can take a lot more, but as @tanoshimi states above, it is subjective and somewhat arbitrary as draw calls are not the definition of performance.

avatar image tanoshimi · Feb 18, 2015 at 10:58 PM 0
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@nikkousouk - as I said, it's a vague/subjective question, but aiming for lower drawcalls is never bad :)

At 30:30 in that video it is stated "You probably shouldn't be using more than a few hundred draw calls per frame on (current gen) mobile devices", i.e. that's a maximum amount - but I'd always aim for less than that if you are trying to include older mobile hardware in your target market.

But then again, what's the point of putting effort into reducing your drawcalls if you have sloppy algorithms that make each frame take 300ms of CPU time anyway.... :)

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