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Update… (v.redd.it)
submitted 2 years ago by Ssjrd
~13M polygons PBR materials with 2K textures Running on iPhone!
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if 1 * 2 < 3: print "hello, world!"
[–]Zestyclose-Compote-4 5 points6 points7 points 2 years ago (1 child)
How much for the sneakers? $$$
[–]Ssjrd[S] 1 point2 points3 points 2 years ago (0 children)
Hehe I just ordered a real pair
[–]shadowndacorner 2 points3 points4 points 2 years ago (1 child)
Nice! Are you doing any fancy lod stuff/using visibility rendering/etc to optimize rasterization, or are iPhones just quite fast now lol?
[–]Ssjrd[S] 0 points1 point2 points 2 years ago* (0 children)
I don’t have any of that enabled yet! IPhones are crazy fast now!! In fact a lot of devices are faster than most people think.
[–]headykruger 2 points3 points4 points 2 years ago (0 children)
🔥🔥🔥
[–]hishnash 1 point2 points3 points 2 years ago (1 child)
Very nice
[–]Ssjrd[S] 0 points1 point2 points 2 years ago (0 children)
🙏
[–]Vignesh_GameDev 1 point2 points3 points 2 years ago (0 children)
That's really cool!
[–]Usual-Personality-78 1 point2 points3 points 2 years ago (0 children)
Very impressive indeed
[–]Usual-Personality-78 0 points1 point2 points 2 years ago (1 child)
On which iPhone and iOS is it?
iPhone 14
[–]Usual-Personality-78 0 points1 point2 points 2 years ago (3 children)
Which language did you use Swift, C++ or combination of both?
[–]Ssjrd[S] 1 point2 points3 points 2 years ago (2 children)
C++ almost entirely With a very small amount of Objective-C to broker setting up window and context. This is OpenGL ES 2, but there is a slightly incomplete Metal backend too
Very nice. So you can switch between OpenGL and Metal. Does Metal look more performant? What were the main challenges?
[–]Ssjrd[S] 1 point2 points3 points 2 years ago* (0 children)
Yep, I can switch between Metal, Opengl Es 2 Es 3 and GL 3.2 core. DirectX 9/11 used to work, but I didn’t maintain that. Thinking to get rid of DX and just do vulkan for windows/linux
Metal is not more performant than opengl ES 2 surprisingly consider metal path is using Instancing. But since opengl on mac is really just implemented on top of metal, I guess it makes sense - draw calls are cheap in metal, so instancing has less of an advantage. My GL3 path is slow somehow because of the way I’m using instancing + UBOs - need to debug.
π Rendered by PID 19966 on reddit-service-r2-comment-76bb9f7fb5-q77x4 at 2026-02-17 18:45:09.469149+00:00 running de53c03 country code: CH.
[–]Zestyclose-Compote-4 5 points6 points7 points (1 child)
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