Our idea was built around the limitations of mobile from the beginning. It doesn't use any new shader features, it doesn't use a lot of memory bandwidth (just blending), there's not a lot of overdraw, etc. The asteroids scene from the first post was able to run on an iPad 2 or an original Nexus 7 with 6 onscreen lights at a time and still run at Unity's 30 fps cap. (I never actually tried disabling the cap or trying more lights, we should do some real performance testing I guess.)

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