Unity VR Optimization : Draw Calls

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  • Опубликовано: 20 окт 2024

Комментарии • 34

  • @woodman7497
    @woodman7497 Год назад +7

    shrimp man out here absolutely blessing me with optimization videos 🙏🙏🙏 couldnt have asked for more

    • @FistFullofShrimp
      @FistFullofShrimp  Год назад +1

      Lord shrimpo is always happy to pass out those optimization blessing. 🍤 🙌 🍤

    • @lucutes2936
      @lucutes2936 5 месяцев назад

      i will never eat shrimps now

  • @praveenb-xr
    @praveenb-xr Год назад +2

    Buddy your Videos are awesome..recently watching yours many times

    • @FistFullofShrimp
      @FistFullofShrimp  Год назад +1

      You honor the shrimpo with your words. Thank you! 🍤

    • @praveenb-xr
      @praveenb-xr Год назад

      @@FistFullofShrimp Thank you ..Keep making some useful videos and ask for subscribers on choice of content as well

  • @skippy5652
    @skippy5652 Год назад +4

    This is going to save a lot of people's projects. Mine included 👍

    • @FistFullofShrimp
      @FistFullofShrimp  Год назад +1

      Happy to hear! El Shrimpo lives to save projects

    • @attilakozma4592
      @attilakozma4592 Год назад

      I was going to say the same, I almost gave up yesterday night when I was playtesting on 25 fps on average.

  • @marcosmoran280
    @marcosmoran280 Год назад +3

    youre doing gods work out here

    • @FistFullofShrimp
      @FistFullofShrimp  Год назад

      I'm no god, just a humble shrimp. Thank you for the kind words! 🍤

  • @josteinschefte-jg6mx
    @josteinschefte-jg6mx Год назад +1

    Thank you so much for these amazing optimization videos (and other tutorials)! Keep up the great work, this channel is an absolute gem!

    • @FistFullofShrimp
      @FistFullofShrimp  Год назад +1

      Thank you so much for this and the kind words. Even happier you're getting some helpful info from the optimization series!!! 🍤 🍤 🍤

  • @martinthexr
    @martinthexr Год назад +1

    Thanks, the video was great, easy to understand, I'm looking forward to watching many more of your vids

  • @usercontent2112
    @usercontent2112 9 месяцев назад +1

    Thank you, the best tutorial I've seen

  • @Tyliart
    @Tyliart 9 месяцев назад

    it would be interesting to have a video on the optimization priorities and custom shaders that need to be prepared to be compatible with GPU Instancing.

  • @windofwarnn
    @windofwarnn Год назад +2

    Thank you! Very useful!

  • @vigneshkrishnan5680
    @vigneshkrishnan5680 Год назад +1

    All hail Lord Shrimp!

  • @wigger4942
    @wigger4942 Год назад +2

    Please more optimization tricks for vr games

  • @Jorge78712
    @Jorge78712 Год назад +1

    Thanks!! I love your videos!

  • @superblue5871
    @superblue5871 Год назад +1

    Awesome video, thanks!

    • @FistFullofShrimp
      @FistFullofShrimp  Год назад

      Always happy to hear this! Thanks for watching. 🍤🍤🍤

  • @iaderesel
    @iaderesel Год назад +2

    Great video, thanks! I have two questions: 1. Why are those options not enabled by default, i.e., is there any cost resulting from them? And 2. can the materials have different tiling offsets when using dynamic batching or GPU instancing?

  • @aussieraver7182
    @aussieraver7182 Год назад +1

    Legend!

  • @lucutes2936
    @lucutes2936 5 месяцев назад

    thx again

  • @TheSateef
    @TheSateef Год назад

    it seems like static batching would kill the benefits of occlusion culling by making a giant mesh that can't easily be occluded?

  • @ThatGuy_33
    @ThatGuy_33 Месяц назад

    There is a project that I’ve been working on where I will split up a single object into multiple mashes it will reduce the poly count. Is it better to optimize for draw calls at the cost of a higher poly count?

  • @louisonsad772
    @louisonsad772 Год назад

    ❤️

  • @deblob123456789
    @deblob123456789 6 месяцев назад +1

    There has to be a reason why you dont want these settings enabled 100% of the time. What would that be?

    • @Arrrr-gj6kk
      @Arrrr-gj6kk 19 дней назад +1

      Yeah, the reason is that static batching works using CPU, so if you have too many objects than you overload your CPU and you will not get any profit

  • @Genebriss
    @Genebriss Год назад +1

    People should stop making the same tutorial about draw calls over and over again without even taking SRP batcher into account.