![]() When the device heats up the OS will start throttling performance, so then your frame rate will drop, even though you are not actually doing anything different. Even if you’re staying within your 60 FPS budget you might push the hardware too much, and when that happens the device heats up and eat battery like there’s no tomorrow. Battery life, heat build up and frame rate. There are three different points of views when it comes to performance on mobile devices. And added to that is the cost of running ARKit. All these tricks come with a certain amount of cost. Speaking of performance for low spec devices. But for the lower spec devices this is still a good looking trick. Now, two and a half years after we launched Angry Birds AR: Isle of Pigs, some devices can actually detect the depth and apps can use that as a depth buffer in their games, effectively masking using anything in the real world. But if they do they can create the illusion of real world objects occluding virtual objects. Under normal conditions this isn’t noticeable to players, we don’t want to hide the game level behind some props, and users normally don’t scan for AR surfaces outside of the playing area. All the real world surfaces that the AR device finds get an occluder surface. ![]() That way we hide virtual objects that are below ground. ![]() That transparent plane is also writing to the depth buffer. Use the grabbed render buffer texture as input to the refraction shaderĭo you remember the directional shadows from the start of this blog post? They are drawn on a transparent plane. Grab the render buffer and use it as a texture Render all opaque objects, like opaque level blocks and pigs for example The technique is the same as any old refraction shader. So the plants on the bookshelf in the background are refracted. In that video, check out the ice block at the top and how they actually refract the real world behind it.
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