Unity optimization summary miscellaneous articles (1)

1. Present.BlitToCurrentFB renders the buffer to the screen and processes it at one time

Change to Never to remove this period of consumption (may have an impact on post-processing effects and screenshots)

2. Long audio, using streaming compression method,

3. Unity recommends ASTC for image compression (no compression is equivalent to using RGBA32 bit = original image, terrible memory usage)

4. Use small pictures as much as possible for the pictures, do not use pictures in the atlas, try to ensure that the length and width are both powers of 2.

Five, low-end machines may have weaker processing power for multi-threaded rendering

On the Huawei CHM-TL00 Android4.4.2-2.0G mobile phone, multi-threaded rendering is turned on, and a large number of Job Idles are seen. The Render Thread is waiting for the command from the main thread, and then processing for a short period of time, and then waiting for the command from the main thread.

After turning off multi-threaded rendering:

The rendering time has increased and the peak value has decreased. Considering the principle that stability is greater than fluency, multi-threading is turned off (in fact, most mobile phones in China are multi-core phones, and multi-thread rendering is better. Specific problems need specific analysis, because bloggers There are too many low-end machines of customer type (a lot of 512m), so I had to adopt this strategy)

Sixth, the higher the screen-to-body ratio, the more texture samples will have a greater impact on performance.

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Origin blog.csdn.net/LM514104/article/details/112293823