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그래픽 최적화
어디까지 해봤니
- Unity Field Engineer 오지현
Image : 무사, Implosion, Z-rush, 히어로즈 아레나
Bottleneck
Draw Call
Batching (Pros, Cons)
Profiling
Profiling Sample
Level Of Detail
Lighting (Image Based Lighting)
Physically Based Rendering
Image : volvo
Bottleneck
Draw Call
Batching (Pros, Cons)
Profiling
Profiling Sample
Level Of Detail
Lighting (Image Based Lighting)
Physically Based Rendering
Optimization = Removing Bottleneck
CPU
GPU
Frame
End
Frame
start
Bottleneck?
CPU
GPU
Frame
End
Frame
start
CPU boundary VS GPU boundary
CPU
GPU
Frame
End
Frame
start
Logic AI Physics
Loading GC ...
CPU boundary
GPU boundary
Polygon Texture Filtering
Lighting Framebuffer
Shader Overdraw ...
Bottleneck
Draw Call
Batching (Pros, Cons)
Profiling
Profiling Sample
Level Of Detail
Lighting (Image Based Lighting)
Physically Based Rendering
CPU
DRAW!
Draw Call in a narrow sense
GPU
OK
CPU
DRAW!
TEXTURE!
SHADER!
VERTEX BUFFER!
ALPHA BLENDING!
TRANSFORM
CHANGE STATES
Draw Call in a broad sense
GPU...
USE Z-BUFFER!
CPU (App)
GPU
COMMAND COMMAND COMMAND COMMAND COMMAND
Set Texture Set Shader
Use Blending
Set VBO
Draw
Command Buffer
+Draw Call
Logic AI Physics
Loading GC …
CPU boundary
Bottleneck
Draw Call
Batching (Pros, Cons)
Profiling
Profiling Sample
Level Of Detail
Lighting (Image Based Lighting)
Physically Based Rendering
Batch(in Rendering Statistics Window)
= Draw Call
+ Setting Shader + Setting Blending
+ Setting Texture + Setting Vertex Buffer
+ ...
Batching =
1 batch for
many objects
Material A Material B
Mesh 1 Mesh 2 Mesh 1 Mesh 3
Batch Batch
s
c
e
n
e
Asset : Top-down Sci-Fi
Static Batching
VS
Dynamic Batching
Static Batching do this on loading
Dynamic Batching do this on Run-time
GPU
Vertex BufferScene
Dynamic Batching: limitations
Overhead for collecting vertices.
- Not for Skinned Mesh.
- Less than 300 vertices per mesh.
(position, normal, uv0)
Unity Frame Debugger
Bottleneck
Draw Call
Batching (Pros, Cons)
Profiling
Profiling Sample
Level Of Detail
Lighting (Image Based Lighting)
Physically Based Rendering
Analyze your Bottleneck
Measure correctly
Average value
Diverse situation
Per Target Device
CPU : A5
GPU : PowerVR SGX535
Resolution : 1024 x 768
CPU : A5X
GPU : PowerVR SGX543
Resolution : 2048 x 1536
Performance ?
Episode of
Unity Profiler
CPU
GPU
Simple test
High Polygon model VS Low Polygon model
Expensive Shader VS Cheap Shader .
High rez texture VS Low rez texture
Deep GPU Profile
Vendor Profiler tools
Qualcomm Adreno Profiler
Mali Graphics Debugger
ARM DS-5
http://community.arm.com/docs/DOC-9414
iOS GPU profiler
Bottleneck
Draw Call
Batching (Pros, Cons)
Profiling
Profiling Sample
Level Of Detail
Lighting (Image Based Lighting)
Physically Based Rendering
LG G-pad ( Adreno 320, 1920 X 1200)
Deferred Render
GPU Skinning
MatCap Shader
Lightmap
15K Polygons
Player Settings -> GPU Skinning
Skinning
GPU
CPU
or
Asset : Succubus Monster 2.0
Player Settings > Rendering
GPU :
Vertex
Shader
Buffer
GPU Skinning with Transform Feedback
Open GL ES 3.0 ~
CPU :
NEON
Buffer
CPU Skinning with NEON SIMD
NEON TM
X1 + =X2 X3
X1 + =X2 X3
Y1 + =Y2 Y3
Z1 + =Z2 Z3
W1 + =W2 W3
Single Instruction
Multi Data
Single Instruction
Single Data
GPU Skinning -> CPU Skinning
-9ms
cmd > adb.exe shell setprop debug.egl.profiler 1
image : Adreno Profiler user guide
Mobile/Unlit (support Lightmap)
-17ms
Level Of Detail
Image : Infinity Tap SF
ASSET : Armored Golem
Per Pixel Lit
Normalmap
Per Vertex Lit
LOD Plugins in Asset Store
Normalmap X
15K -> 7K Poly
LOD
-3ms
Deferred -> Forward
-5ms
Image : FPS Hangar
17 FPS (57ms)
iPhone 6 : PowerVR GX6450 1334 X 750
Vertex Pixel
Tile Based Deferred Rendering
39 FPS (25ms)
iPhone 6 : PowerVR GX6450 1334 X 750
SSAO SunShaft
Bottleneck
Draw Call
Batching (Pros, Cons)
Profiling
Profiling Sample
Level Of Detail
Lighting (Image Based Lighting)
Physically Based Rendering
image : http://www.aversis.be/tutorials/vray/vray-20-gi-methods.htm
Texture
Image Based Lighting
Unlit lighting
DiffuseWrap MatCap
Toon Shading (Diffuse Wrap)
MatCap (Material Capture)
IMG : http://www.cgarena.com/freestuff/tutorials/misc/photoreal/
X
( )+ =
MatCap Shading
Standard Shader
PC Ver. Mobile Ver.
We are optimizing more
Use less textures
ASSET : Many-Worlds
Use Secondary Maps
4.6.3~
Q & A
유니티 개발자 커뮤니티
유니티허브
ozlael.oz ozlael
ozlael.egloos.com
Thank you

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