The latest devices A14/A15 are all using ridiculous resolutions, even the reflection gbuffer runs at full res (but fully memoryless inside tile memory, overlapping with the vertex stage of the main view). So I wouldn’t be surprised if they can’t cope some times, especially at 60hz.
Because a lot of the optimisations were targeting memory bandwidth savings, game ended up mostly ALU bound, should scale well onto future devices too :smile:
I managed to sneak in lossy compression as well (A15 only feature), saved a bit more bandwidth in some places.
gbuffer/decal/lighting pass is like 7 targets + D32S8 dsv, kinda ridiculous that it’s running on a mobile phone