Using on Mobile
Although PotaToon is not designed specifically for mobile platforms, it can still be used on mobile devices with some limitations.
- Only Vulkan has been tested on mobile.
- Due to Sampler/Texture limitations, it may be difficult to use PotaToon shaders on mobile. (Especially on OpenGLES.)
1. Volume Quality
Make sure to set the Quality Level to Medium or Low in the Volume Settings. This will help to reduce the performance impact (i.e. Memory usage, Texture sampling cost) on mobile devices.
2. Disable Transparent Options
We strongly recommend disabling the Transparent Shadows and OIT in the PotaToon Volume.
OIT is not supported on mobile devices, and the transparent shadows are also not recommended because they are not as effective on mobile for the resources they use.
3. Performance Test
We tested PotaToon on Samsung Galaxy S22, Vulkan with Medium Quality Level and Transparent Shadows / OIT disabled.
The test results are as follows:
- Tested Screen Resolution: 1872 X 864
FPS
This is depending on the scene complexity defintely, however, we managed to maintain 60 FPS with 7 characters in Concert mode scene using 1 Directional Light and 3 Spot Lights.
Memory Usage - Total around 174 MB
- All PotaToon-Related memory usage. (Render Textures + Shaders)
The memory usage was reduced to around 126 MB when we used the Low quality level.