Quality classification for unity performance optimization

If your game is compatible with multiple platforms, or there is a hardware gap between the devices on the current platform, for example, low-end devices cannot support your image quality, no matter how you optimize it, it will not support it. In this case, we can consider grading the image quality and reducing some features to improve the running quality. Next, let's learn about Unity's built-in Quality to achieve quality grading:
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with this, we can control the quality of each platform on the panel according to requirements, without having to set it in the code, and it can be intuitive View the effect of the set quality in the editor.
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Here is the grading that unity sets by default.
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Name is the name that can modify the current grading.
Render Pipeline Asset is the rendering pipeline file of the current application. There are also some rendering-related settings there. If not set, it will use your Graphics settings by default. We can also use it in Render Pipeline
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Asset Set some properties, and you can also set multiple copies. Depending on the quality, choose a different setting.
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Realtime Reflection Probes is whether to enable dynamic reflection probes.
Resolution Scaling Fixed DPI Factor Scaling is based on the current resolution setting, 1 is the default, if you Set 0.5, 1920 1080 resolution is half of the current resolution, 960 540
Vsync Count vertical sync mobile games generally do not need to be turned on

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Texture-related
Texture Quality Set the texture resolution, the default is full resolution, you can directly modify the resolution of all textures according to project requirements.
Anisotropic Textures Anisotropic textures, it is recommended to set on textures, the previous section also mentioned whether
Texture Streaming textures support streaming loading
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Particle Raycast Budget The budget for how many ray castings can be performed per frame for approximate collision testing
Billboards Face Camera Position Whether the direction of the billboard is parallel to the horizontal plane, if it is turned on, the orientation of the camera is not parallel to the horizontal plane, but it will increase the computing performance.
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As mentioned in the GI system before, for the Shadowmask setting, the distance shadow mask is a mixture of real-time shadow and baked Shadowmask, and the shadowmask is baked if it is baked, and real-time if it is not.
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The above settings are for cpu to upload grids and textures to gpu.
Time Slice is the available time unit for each frame upload. The unit is milliseconds.
Buffer Size
. The size unit of the upload buffer is M Persistent Buffer
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. Some settings
LOD Bias is the calculation of LOD will be multiplied by this value. For example, LOD is calculated based on the height of the model occupied by the scene camera. The switching point is 0.7, and the model height occupies 0.5. Bias is set to 2, then its result is 1, and Displays the LOD of the layer with a height of 0.7.
Maximum LOD Level The highest available LOD level, for example, the mobile terminal can be set to 1, and the highest level is not displayed.
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The number of bones that can be used for skinning vertex calculations at the current position.

grading

  1. Rendering resolution is the most important place that affects performance, especially on the mobile side. Now the resolution of mobile phones is higher than that of computer screens, so you must set the resolution properly.
  2. The frame rate limit is recommended to be 60+ for PC and 30 for mobile terminal
  3. It is recommended to turn off the vertical synchronization on the mobile terminal and use it directly without tearing, and it is recommended to turn it on on the PC
  4. It is recommended not to use the post-processing mobile terminal. If you use it, you can use at most one bloom
  5. Anti-aliasing mobile terminal is not recommended
  6. The shadow quality is lowered on the mobile side, and the lowest end is recommended to be turned off
  7. Dynamic reflection is not recommended
  8. SSAO is not recommended for mobile use
  9. Texture quality Unity has built-in quality compression for each platform, and the quality can be set according to requirements
  10. Model accuracy For low-end machines, it is recommended to make a low-model such as adding the suffix _low to indicate that the low-model is loaded at runtime
  11. The shader quality can be set according to the shaderlod, and the use of good performance is compatible with low-end machines

performance recommendation

Batches should be kept below 500
, SetPassCall below 200, and
the texture size of the mobile terminal should not exceed 1024,
and the number of faces should be around 50W.

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Origin blog.csdn.net/qq_30100043/article/details/130464256