Graphics Performance: Game performance bottleneck location

 

The graphics part of the game mainly affects the two systems CPU and GPU of the computer. The first thing to do in optimization is to find out which part of the performance affects the performance. The way of optimization of GPU and CPU is different (even opposite, such as very common, Let the GPU do more computation while optimizing the CPU, and vice versa).

Common bottlenecks and how to check:

1. GPUs are often limited to fillrate or memory bandwidth.

   Run the game with a lower display resolution, if the game runs faster then the bottleneck is the fillrate of the GPU.

2. The CPU is often limited to the number of Batches that need to be rendered. Check the number of "Batches" in the Rendering Statistics window, the more batches are rendered, the more CPU performance is consumed
  
   . Very common bottlenecks: 1. The GPU processes a large number of vertices, depending on the complexity of the GPU and Vertex Shaders at an acceptable number of vertices to ensure good performance.    Typically, mobile devices have no more than 100,000 vertices.    Even millions of vertices can be processed on a PC, but it is best to keep the number of vertices as low as possible through optimization. 2. The CPU processes a large number of vertices, which may be skinned meshes, cloth simulations, particles, or other game objects and meshes.    Keep the number of vertices as low as possible without compressing game quality. See CPU Optimization for details .














 

3. If rendering is not a CPU or GPU problem, then there may be other problems, such as scripting or physics engine. Use the Unity Profiler to locate the problem.

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