Optimization
← Knowledge basePolygon budgets, LODs, draw calls, and texture memory.
- 01Setting a polygon budgetHow to arrive at a number for an asset, rather than copying one from a different project.
- 02Draw calls: the limit people hit firstEach command to the GPU costs CPU time. Why a scene of simple objects can be slower than one complex one.
- 03Levels of detailSwapping simpler meshes as objects recede. How the technique works and when it is the wrong answer.
- 04Texture memory: usually the real budgetWhere a project actually runs out of room, and the settings that decide it.
- 05Culling: not drawing what cannot be seenFrustum, occlusion and distance culling. The cheapest optimisation is the object you never submit.
- 06Profile before you optimiseMost optimisation effort is spent on the wrong bottleneck. How to find the real one first.
- 07Overdraw: paying for the same pixel repeatedlyWhen surfaces stack, the fragment shader runs for each. The single biggest GPU cost in most scenes that have one.
- 08Optimising a scene built from generated assetsGenerated content fails performance in a specific, predictable pattern. What to do about each part of it.