I am curious about the overhead of certain graphs on mobile (galaxy tab A/S2 or ipad air) and what the limits would be, considering each unit has around 700 or so triangles and basic shaders.

The graph sizes im considering are:

180x180 (node size: 4)

90x90 (node size: 8)

60x60 (node size: 12)

I want to use these 3 grid graphs to support 3 different unit sizes (small, medium, large). Each unit will NOT be driven by physics, unless RVO comes into play, and will use simulated acceleration / deceleration.

My game will feature a max of 5 teams, each with a max cap of around 150 units. So that means a max of 750 units could be on these grids. I will need to “block” other graphs where a unit of a differing size is located. EG: place an obstacle in the small / medium graphs for a large unit occupying that space in those graphs.

Do you think this is feasible for that number of units, graphs and obstacles on mobile?