The most common reason for requiring multiple materials is that two meshes don’t share the same textures to optimize CPU performance, ensure that any objects you combine share the same textures. Note that combining two objects which don’t share a material does not give you any performance increase at all. ![]() The available options for a Material depend on which Shader the Material is using. Use fewer things that cause objects to be rendered multiple times (such as reflections, shadows and per-pixel lights).Ĭombine objects together so that each mesh has at least several hundred triangles and uses only one Material An asset that defines how a surface should be rendered, by including references to the Textures it uses, tiling information, Color tints and more.Use fewer materials in your objects by putting separate textures into a larger texture atlas.Combine close objects together, either manually or using Unity’s draw call batching.To reduce the amount of work the CPU needs to do: The cost of both scenarios on the GPU is very similar, but the work done by the CPU to render a thousand objects (instead of one) is significantly higher. See in Glossary, rather than in one mesh per triangle (adding up to 1000 meshes). Nurbs, Nurms, Subdiv surfaces must be converted to polygons. Unity supports triangulated or Quadrangulated polygon meshes. Meshes make up a large part of your 3D worlds. For example, if you have a thousand triangles, it is much easier on the CPU if they are all in one mesh The main graphics primitive of Unity. See in Glossary and shader parameters, and sending drawing commands to the graphics driver, which then prepares the commands to be sent off to the graphics card.Īll this “per object” CPU usage is resource-intensive, so if you have lots of visible objects, it can add up. To render objects on the screen, the CPU has a lot of processing work to do: working out which lights affect that object, setting up the shader A small script that contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration. Use the Unity Profiler to locate the problem. If rendering is not a problem on the GPU or the CPU, there may be an issue elsewhere - for example, in your script or physics.See the section on CPU optimization below for guidance on how to do this. As above, it is generally good practice to keep this number as low as possible without compromising game quality. This could be in skinned meshes, cloth simulation, particles, or other game objects and meshes. The CPU has too many vertices to process.A PC manages well even with several million vertices, but it is still good practice to keep this number as low as possible through optimization. Generally speaking, aim for no more than 100,000 vertices on mobile. The number of vertices that is acceptable to ensure good performance depends on the GPU and the complexity of vertex shaders A program that runs on each vertex of a 3D model when the model is being rendered. The GPU has too many vertices to process.The more batches are being rendered, the higher the cost to the CPU. Check “batches” in the Rendering Statistics window.CPU is often limited by the number of batches that need to be rendered.If a lower display resolution makes the game run faster, you may be limited by fillrate on the GPU. Lower the display resolution and run the game.GPU is often limited by fillrate or memory bandwidth.CPU are quite different (and can even be opposite - for example, it’s quite common to make the GPU do more work while optimizing for CPU, and vice versa).Ĭommon bottlenecks and ways to check for them: The first rule of any optimization is to find where the performance problem is, because strategies for optimizing for GPU vs. The graphical parts of your game can primarily impact on two systems of the computer: the GPU and the CPU. By default, the main camera in Unity renders its view to the screen. Below are some simple guidelines for maximizing the speed of your game’s rendering The process of drawing graphics to the screen (or to a render texture). Good performance is critical to the success of many games.
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