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unity3d游戏开发之移动开发优化详解(国外英文资料)
unity3d游戏开发之移动开发优化详解(国外英文资料)? As with PCS, mobile platforms such as iOS and Android also have various performance levels. You can easily find a phone that is 10 times better than other phones. The zoom method is simple:Make sure it runs on a baseline configuration· use more special effects on high-performance configurations:The resolution,The post-processing,· multiple sampling antialiasinganisotropyShader,? special effects/particle density, open/closePay attention to the GPU? ?? ? Graphics performance is closely related to the fill rate, resolution, and geometry complexity (vertex number). If you find a way to weed out more rendering, the values of these three elements will fall. At this time, occlusion removal can be effective. Unity automatically removes objects outside the cone.On mobile platforms, basically are restrained by their fill rates (fill rate = * * screen pixel shader complexity overdraft degrees), complicated shaders is the most common cause of the problem. So, use Unitys mobile shader or your own design, but be as simple as possible. If possible, move the code to the vertex shader and simplify the pixel shader.If the speed of the game is accelerated after the Quality of Quality Settings (Quality Settings), then it is likely to be limited by memory bandwidth. Compress texture, use texture, reduce texture size, etc.LOD (detail level) makes the object simpler, or moves away from the distance. The main purpose is to reduce the number of drawing calls. -- from the dog learning networkA good practice? ?? ????? The mobile GPU has strict limits on how much heat it generates, the amount of electricity it USES, and the size of its size or noise. Mobile GPU has less bandwidth, ALU performance and texture power than desktop components. The architecture of the GPU has also been adjusted to minimize bandwidth and power.? ?? ????? Unity is optimized for OpenGL ES 2.0, using the GLSL ES (similar to the advanced coloring language HLSL) coloring language. Most of the
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