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그래픽 최적화 함께하지 않겠나
http://unite.unity3dkorea.com
그래픽 최적화 함께하지 않겠나
ozlael.oz
ozlael
ozlael.tistory.com
Support Engineer (john Oh)
-
- (Draw Call)
- Batch & Set Pass
- (Batching)
-
- (Culling)
CPU
DRAW!
Draw Call :
GPU
OK
(Draw Call)
Batch & Set Pass
(Batching)
(Culling)
Frame 1 Frame 2 Frame 3 Frame 4 Frame 5
Frame 6 Frame 7 Frame 8 Frame 9 Frame 10
1 sec
0 sec
10FPS(100ms/frame)
1 frame ...
1 frame ...
1 frame ...
1 frame ...
1 frame ...
1 frame ...
1 frame ...
...
...
CPU GPU
CPU GPU
info
info
Batch & Set Pass
(Batching)
(Culling)
CPU
GPU
Frame
End
Frame
start
CPU
GPU
Frame
End
Frame
start
Logic AI Physics
Loading GC …
+Draw Call
CPU
DRAW!
Draw Call
GPU
OK
CPU
DRAW!
TEXTURE!
SHADER!
VERTEX BUFFER!
ALPHA BLENDING!
CHANGE STATES
Draw Call
GPU...
USE Z-BUFFER!
TRANSFORM
CPU (App)
GPU
COMMAND
Draw
COMMAND
SetTexture
COMMAND
Set Texture
COMMAND
Set VBO
COMMAND
Set Shader
Command Buffer
...
Video
Memory
To draw
Draw Call Cost
=
Draw Call Cost
= 5122048
Draw Call
image : http://www.upcomingmobilephone.com/
Batch & SetPass
(Draw Call)
(Batching)
(Culling)
Batch
= Draw Call
+ Set VB/IB (mesh)
+ Set Transform (Shader Constant)
+ Set Shader
+ Set Texture 0~7
+ Set Blending
+ Set Z enable
+ ...
Batches :
1
Batches :
17
Batches :
11
Batches :
6
Batch
= Draw Call
+ Set VB/IB (mesh)
+ Set Transform (Shader Constant)
+ Set Shader
+ Set Texture 0~7
+ Set Blending
+ Set Z enable
+ ...
SetPass Call
(Material&Shader)
Objects : 10 Batches : 10 SetPass Calls : 1
Objects : 10 Batches : 10 SetPass Calls : 10
!=
Batches :
10
Batches :
10
Set Pass :
1
Set Pass :
10
Objects : 10 Batches : 10 SetPass Calls : 1
Device Batches
Samsung Galaxy S2 85
Samsung Galaxy S3 178
Samsung Galaxy S4 215
Samsung Galaxy S5 260
배칭(Batching) 을
봐주지 않겠나...
(Draw Call)
Batch & Set Pass
(Culling)
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
Batch
s
c
e
n
e
Batch
Batches : 10 batching-> Batch :1
Texture Atlas
512
2048
Asset : Top-down Sci-Fi
Static Batching
&
Dynamic BatchingPlayer Settings
Static Batching
Dynamic Batching
GPU
Vertex/Index BufferScene
Dynamic Batching: 제약 사항
Overhead
- Skinned Mesh
- Vertex Mesh
- position, normal, uv0 -> 300
- position, normal, uv0, uv1, tangent -> 180
- http://docs.unity3d.com/kr/current/Manual/DrawCallBatching.html
Modular Construction
Unity Frame Debugger
동영상
드로우콜 줄이기 를
봐주지 않겠나...
(Draw Call)
Batch & Set Pass
(Batching)
(Culling)
Batches : 32+
Realtime Shadow : X2+ batches
Shadowmap
Shadow Plane
Batches : 17(meshes:16 shadow:1)
Batches : 2
Multi-pass Shader
Draw Call & Light
3 Pixel Lights =
3 Batches
3 SetPass Calls
Tris * 3
Pixel Light : 3 x Mesh : 6 = Batch : 18
or
or
컬링(Culling) 을
봐주지 않겠나...
(Draw Call)
Batch & Set Pass
(Batching)
Frustum Culling
Occlusion Culling
Unity Manual : http://docs.unity3d.com/kr/current/Manual/OcclusionCulling.html
Example
Asset : Top-Down Sci-Fi
Device : Galaxy Note4 Rez : 2560X1440
CPU : ARMv7 VFPv3(1.9GHz) GPU : Mali-760MP(0.6GHz)
Shader : Custom Unlit Shader, Self-Illumin/Diffuse, Lightmap : 13 textures
Condition 1
- Batching : No
- Occlusion Culling : No
Condition 2
- Batching : Yes
- Occlusion Culling : No
Condition 3
- Batching : Yes
- Occlusion Culling : Yes
FPS(ms) 41(24.3) 50(20.0) 60(16.6)
Batches 1365 157 94
SetPass Calls 134 142 81
Saved by Batching 0 1207 244
Tris 114.3K 114.3K 28.9K
-4.3ms -3.4ms
-1208 -63
-8 -61
-85.4K
Note :
- This is not the official data.
- This is the rough test. Not the exact reference.
- Keep in mind “case by case”
Player Settings
V
Thank you
support@unity3d.com
http://unite.unity3dkorea.com
협찬:비엘북스

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