I know no body really develops 3D Games for Windows Phones, but I worked with a tiny development firm and I was leading the bench marking before the project was scraped. We were able to solidify the fact that any windows phones (the newer ones can tremendously exceed these numbers with the new hardware), including the very first of the first generation phones, can view comfortably about 30k Tris on the screen at a time. We know this number can go higher, but we had 30k comfortably with absolutely no lag (at the time they were static meshes). We were using 600 Tri characters with 256 textures, fully rigged and ready to go. I am unable to really give any very specific information regarding Vram and buffering, etc. This information can easily be found online though, via google. Just thought I would share my findings. These bench marks were used to find if our ideas were possible, and might seem unpractical (like the 256 textures, normally we would use 128s max)
Windows Phone (Information gathered via Tech demos/Bench Marks):
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Tris on Screen (comfortably): 30k, these were static meshes, using 256*256 textures
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Max Texture Size: 2056, might be higher, I know this number is shared with the xbox 360, as they share many caps when it comes to game development. Obviously the phones cant handle the same loads (this should obviously be common knowledge... I hope)
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Can support up to 72 bones per character
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No Normal map support, just diffuse (not sure about specular, didn't make it into our benches)
I know this list is incomplete, like I said, and I will update if any more information is pulled from out tech demos and benchmarks. More information, including extensive information and specs on everything I listed can be found online. Just thought I would share our findings
