

More info See in Glossary for the entire mesh. 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.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. More info 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. 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 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. 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.
N64 texture packs with baked lighting how to#
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.
N64 texture packs with baked lighting Pc#
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 the GPU. 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.
