Graphics Render Optimization

本文分享了18项游戏渲染优化的实用建议,包括剔除背面、使用视锥体裁剪、减少绘制调用、合并相同材质网格、简化着色器、压缩纹理、使用实例化而非多次绘制同一网格、分离动态和静态数据、预排序渲染状态、限制渲染遍数、避免像素重叠、缩小帧缓冲区、禁用多重采样和伽马校正、禁用动态阴影、使用光照贴图、限制角色骨骼数量等。

Here are some works great render optimization ideas:

1) Cull the back surface;

2) Use view frustum culling;

3) Less draw call number;

4) Batch those meshes that with the same materials;

5) Use simpler shader, consider carefully lighting in vertex shader or pixel shader;

6) Smaller texture or use mip-maps, hardware supported compression;

7) Use multiple instance instead of draw one mesh several times;

8) Use vertex buffer objects or vertex array;

9) Separate the the dynamic part from the static part when design the vertex attributes data structure, use vertex index and make the array become continues;

10) sort the render state before rendering, mainly the texture;

11) Less rendering pass (or texture stage) will be better;

12) Less pixel overlap shadering. For example, you could render the sky box after all solid objects already rendered;

13) Smaller frame buffer or render target. Use a smaller frame buffer for transparent objects and post-processing if possible.

14) Disable Multiple-Sampling, 如关闭反走样!

15) Disable the Gamma correct;

16) Disable the dynamic shadow;

17) Use light maps instead of the dynamic lighting;

18) Limit the maximum skin character bone number; Or pre-bake the skin animation into vertex animation.

转载于:https://www.cnblogs.com/open-coder/archive/2013/01/26/2877947.html

评论
成就一亿技术人!
拼手气红包6.0元
还能输入1000个字符  | 博主筛选后可见
 
红包 添加红包
表情包 插入表情
 条评论被折叠 查看
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值