My holidays are finished. Here are the scores :
Max number of vertices/frame at 60hz (no lighting) :
(i.e if you decide your scene is to be rendered at 30hz, this is half the max number of vertices you can draw in your scene, but remember that 3 vertices in a triangle list draws a triangle whereas 1 vertex in a strip list draws a triangle, so it all depends how you organize your mesh, to gain an additional triple factor)
1) 100K for powerful apple devices : iPhone 3GS, iPod 3G (64Gb), iPad
2) 20K for zune HD
3) 12K for weak apple devices : iPhone 3G, iPod 2G (8Gb, some 32Gb)
(woah! ultra-light iPod 3G is like half a ps2 or one third of xbox1!)
Sources (read main.* file for instructions about how to deploy/compile) :
http://minilgos.perso.sfr.fr/zun.zip (zune hd)
http://minilgos.perso.sfr.fr/iph.zip (all apple device models)
(forgot to write that additional needed frameworks are QuartzCore and OpenGLES but they should come from the template. forgot to write that the shaders files have to be moved from targets/(app)/compile... to targets/(app)/copy... so Xcode doesn't try to compile them. They are read at runtime)
(textured biplane with 90K vertices, with per-pixel lighting on zune)
(turn zune left or right to change light orientation, like in enlighted dragon)
I withdraw what I said about iPhone/iPad simulator, there is too much speed loss (tops around 85K in iPad simulator), so a specific Mac OS version is required to get top speed on Mac OS.
This post has been edited by openxdkman: Aug 5 2010, 09:47 AM