Tips for optimizing mobile graphic performance

本文探讨了在3D渲染过程中提高性能的方法,包括检查绘制调用成本、最小化运行时绘制调用次数、强制正确顺序渲染网格、选择合适的混合模式和着色模型、减少纹理和采样器的数量及大小、将线性数学操作从像素着色器移至顶点着色器等。此外,文章还建议使用复杂着色器处理关键网格,并尽可能使用简单着色器,减少动态点计数,在设置对话框中尝试全粗糙度选项,以及避免过度纹理采样。

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My Tips:

  1. Check drawcall cost and minimum runtime drawcall count
  2. Try 'Apply Mesh Batch' as much as possible
  3. Maximum early-z by force mesh render in correct order
  4. Select right 'Blend Mode' and 'Shading Model' for material
  5. Minimum texture and sampler count and texture size
  6. Move linear math operation from pixel shader to vertex shader, such as use customized UV
  7. Use LOD
  8. Minimum postprocess count
  9. Keep GPU state unchanged by minimum material count (reuse same material, same texture) etc
  10. Use complex shader for important mesh and try to use simple shader for as much meh as possible
  11. Reduce dynamic point count in 'Project setting' dialog
  12. Try to use 'Full Roughness'
  13. Too much texture sample will cost a lot of time

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