Unity Performance Tips: Draw Calls
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- Опубликовано: 22 май 2024
- A short video on how to improve your frame rate in Unity. This video covers various optimizations to reduce draw calls such as combining meshes, batching and gpu instancing.
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The best Unity Performance tips on RUclips ever
indeed
Great overview. I liked how you you showed multiple levels of improvement and how each setting improved frame rate and batches 👍
I was always so worried about poly count, always trying to keep it to a minimum, but I love it that in this video you went from 0.5 FPS to hundreds without reducing a single polygon, always kept with those 21M.
There are various bottlenecks to be aware of, polycount is still one of them, but the aim is to solve the one affecting your particular situation.
@@Domarius64 why not apply all of the performance techniques at once? As soon as you solve the original problem, shouldn't you apply the other techniques?
@@xomvoid_akaluchiru_987 if you have infinite time, sure, you can do everything. But in the real world you are always making trade offs to get something produced in a way that still turns a profit.
@@Domarius64 Ok, time constraints, sure, but if a product is finished and you're coming back to fix some things then I don't see why implementing all of them would be an issue if the product really does benefit from it. If it doesn't benefit much then I just trust myself to have common sense and see that it's not worth it.
@@xomvoid_akaluchiru_987 that "extra time at the end" literally never happens in game dev :) you always end up releasing the game when its good enough, not because its finished, because it never is. And so you cant justify spending time on things that have no tangible benefit - remember, you said "why not do all of them?" Well, thats why not. If the game runs on the target hardware acceptably, there is no reason to optimise. Plus when you say "why noy do all techniques" like there are only 5 or something. Every different programmer could know any number of techniques they learned about somewhere, too numerous to list, you cant just "do them all".
And more importantly, those changes will not have zero impact, there will always be knock on changes related to that, and plenty of opportunity for new bugs to be introduced at every step of the way, all which will have to be fixed, taking even more time. If its working, you leave it alone.
This will definitely be added to my greatest-unity-tutorials-of-all-time list.
You single-handedly saved my project. I went up from average 28-30 fps to 160 lol. Thank you so much
These are very professional and excellent quality tutorials. Keep up the good work!
Okay these are some really good tips explained very well and I absolutely love the cat at the end!
i love these short concise videos full of great info, thanks so much
Helpful, concise, and clear. Thank you for taking the time to make this video.
It's men like you that make the world a better place, I watch tons of videos on the same thing but you broke it down simple and easy to digest.
the simplest and most understandable video on that topic thanks
Conscise, precise and short. Sir, you have mastered the art of tutorials and I am eternally grateful!
Great overview, quick and to the point, thanks
This is so well explained. Great video!
Awesome video thank you bro. Loved the visuals and explanations. I now know exactly what I need to do for my use case.
Great work, the overall quality of the video is really high, please continue :)
Short and clear. Nice vídeo man
This video is a gem, small but extremely valuable.
I CAN'T EXPLAIN HOW EFFICIENT IT IS!
THANK YOU!
Very clean and easy to understand.
So much good information in such a short video. Just wow.
i learnt more with your video than a lot of time on unity docs and asset store...thanks a lot perfect explanations
Nice thank you, this is very clear, easy to understand and successfully removes doubts on the subject.👍🏼
Thank this is amazing I've been looking for something like this for a while now!
Quick and accurate! Great video 👍
Thank you so much, my game had a lot of belts in it and this was a great way of cutting down usage
Really nice, tutorials for enhance the game performance is one of my favorites, very useful!
thank you for this! so much info in so little time
Great tutorial! Very underrated channel in my opinion :)
very well-explained, thanks for the tips!
This was really cool, finally got to know why batching
Great tips! Thanks!
Nice tips, 800th subscriber. :D
Incredible video, thank you so much!
thnks dude! powerfull information 👍
What a nice tips! gonna try it
Very important and very helpful lesson.
Woah nelly this is going to be so useful.
Awesome video, short, detailed with very good explanations and demonstrations, great job ! I have a question, for the GPU instancing on the material. We see in the video all building moving but how did you do that ? I suppose it thanks to compute shaders or by C# script ?
Very clear and helpful vid! thx!
very informative, thank you!
Thank youuu, I needed this soooo much for my mobile app! So, thank you ^-^
Very good and helpful! Thanks!
Really cool, thanks!
SO USEFUL THANK YOU!!!
Dang I had no idea this was even a thing! Fantastic tutorial
short and informative
thanks!
Thanks for clear explanantion!
i wish i saw this video months ago, great advice!!!
Great video! Thanks-
That is brilliant. Finally, I understand!
Thanks so much for this video
Very intuitive instructions 10/10
Thanks. This is insanely helpful.
The only good video about batches on youtube
wow this was informative! thanks a lot
Very well explained!
This is a very nice format to explain performance though: gradual improvement.
hatur nuhun bang. ilmunya mudah dipahami dan singkat
This is amazing!
insanely useful considering i was using multiple materials for flat coloring instead of just using a texture.
Thank you, keep up the good work! :)
GREAT VIDEO MAN
Thank you man i wish if i saw your video before now
Nice vid, thanks 😊
Absolutely fantastic. I had no idea that marking an object as static actually did anything without scripts or rigid body’s applied to them
Perfect tutorial
Been making jam games in unity for 2 years now, did not realise how important the Static tickbox was. Never used it before, changing that now!
Awesome Tutorial
Awesome video 👍
thx! Usefull video!
Totally awesome channel !!!!!!!💥💥💥💥💥💥💥💥
Tysm, you deserve 1k Subs :)
Best 5 min ever spent!
Great help!
Loved it !! when i was about to upload my game i searched this and all the top results were just making the game look like potato 🥔 and today i found this video :) honestly RUclips should push this video more...
Please make more videos about optimizing your games to make them run smoother, thank you
Btw. GPU Instancing will NOT work, if you have enabled SRP Batching in the Render Pipeline Settings. The SRP Batching is also better in performance reasons, because your gameobjects do not need to share the same Mesh/Material.. just the same Shader.
I’ve never tried to measure the difference in performance by myself. But according to what people write at Unity forum, SRP batcher is generally slower than static batching. It has less memory footprint and easier to use though. And in some cases GPU instancing may be more efficient than SRP batching. In case of dense grass field made of 1 instanced mesh, for example.
Thanks this means a lot to me when I am developing on a Intel i5 2gb gpu appreciated
Thank you for the guide! Super easy to understand, entertaining, and you have a sexy voice. You have it all man keep it up!
you saved me. thanks man!
thanx for these tips
This is optimization-heaven
Back after lots of months and now i understand
the ultimate guide to go from seconds per frame to frames per second.
Nice vid!
awesome!
Amazing Vid, 824th Subscriber
Thanks, REALLLLLY THANKSSSS.
Thanks man! ~!you LEGEND you!
GREAT CONTENT
Thanks, it helped
But what about occlusion culling? If you've got an interior level made up of several walls and rooms, is it better to user lots of smaller meshes and occlusion culling?
Or what about the middle ground: making each room a large static object, and then using occlusion culling to turn off entire rooms at a time?
Thank you :)
Thank you! One of the reasons I'm hesitant to try 3D is because I'm worried about performance. 2D is just so much easier and you don't need to worry about performance as much.
Thanks bro
thank you
Thanks
Thanks!!!
Outstanding! If I have a big city with lots of different models, do I have to choose between this tecnique vs Occlusion culling? Let's supose that I combine all the meshes in one in Blender. Thanks!