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Optimizing Graphics
Guide
John Oh, Unity Technologies Korea
그래픽 최적화
어디까지 해봤니
- Unity Field Engineer 오지현
Image : 영웅, 레이븐, Z-rush
Bottleneck
Draw Call
Batching (Pros, Cons)
Profiling
Lighting (Image Based Lighting)
Shadow
Physically Based Rendering
Level Of Detail
Bottleneck
Draw Call
Batching (Pros, Cons)
Profiling
Lighting (Image Based Lighting)
Shadow
Physically Based Rendering
Level Of Detail
Optimization = Removing bottlenecks
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
Lighting (Image Based Lighting)
Shadow
Physically Based Rendering
Level Of Detail
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
Lighting (Image Based Lighting)
Shadow
Physically Based Rendering
Level Of Detail
1 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
Static Batching
VS
Dynamic Batching
Static Batching do this on loading
Additional memory
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
Lighting (Image Based Lighting)
Shadow
Physically Based Rendering
Level Of Detail
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
VS
Expensive Shader VS Cheap Shader .
VS
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
Lighting (Image Based Lighting)
Shadow
Physically Based Rendering
Level Of Detail
image : http://www.aversis.be/tutorials/vray/vray-20-gi-methods.htm
Texture
Image Based Lighting
Unlit lighting
DiffuseWrap CubeMap MatCap
Toon Shading (Diffuse Wrap)
Cube map
IMG : https://seblagarde.wordpress.com/2012/06/10/amd-cubemapgen-for-physically-based-rendering/
+Z
-Z
-X +X
+Y
-Y
MatCap (Material Capture)
IMG : http://www.cgarena.com/freestuff/tutorials/misc/photoreal/
X
( )+ =
MatCap Shading
Bottleneck
Draw Call
Batching (Pros, Cons)
Profiling
Lighting (Image Based Lighting)
Shadow
Physically Based Rendering
Level Of Detail
Unity’s shadow = Shadow Map
Heavy Pixel Shader
+ 2X ~ 5X Draw Call
Use Low Option
Planar Shadow
Image : Infinity Tap SF
See Also : http://ozlael.egloos.com/4070775
Planar Shadow for Skinned Mesh
Lightmap for static meshes
Standard Shader
PC Ver. Mobile Ver.
We are optimizing more
Bottleneck
Draw Call
Batching (Pros, Cons)
Profiling
Lighting (Image Based Lighting)
Shadow
Physically Based Rendering
Level Of Detail
Level Of Detail
Image : Infinity Tap SF
ASSET : Armored Golem
Per Pixel Lit
Normalmap
Per Vertex Lit
LOD Plugins in Asset Store
4.6.3~
Day1 14:00 GB1
Unity 5를 이용한 글로벌 일루미네이션
Day1 16:10 Orchid
유니티 최적화 테크닉 총정리
Day1 17:10 GB1
퍼포먼스와 새로운 UI
Day2 14:00 GB2
Probe light를 활용한 모바일 플랫폼에서의 게임 환경 구축
Day2 15:00 Orchid
3DS MAX 멘탈레이로 유니티엔진 정적 라이팅하기
Day2 16:10 GB 1
퍼포먼스
See Also
Q & A
유니티 개발자 커뮤니티
유니티허브
ozlael.oz ozlael

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