Open EloiStree opened 4 years ago
Update game state
Manage graphics computation
60 fps = 60 frame/seconds 120 fps = 8.3 ms 70 fps = 14.3 ms 60 fps =16 ms 55 fps = 18 ms 45 fps =22.2 ms
You don't need good tools to draw good art. You need good artists that can use the constraint of the tools and the environment he owns. So is Post-processing is essential to your game ?
[Full list of the photo here](https://docs.google.com/spreadsheets/d/1TI-X7T4Dh67LKkINNmpfvuofxn3RCUhHVNInaRRUsw/edit?usp=sharing)_
When I was working with Gear VR, I had a project to check the boundary of it. The Galaxy Note 4 had in Unity 5 a bit bottle neck at 200 drawcall that I don't always find in following phone
Topic | Limit | State of phone |
---|---|---|
Drawcall | <100 | You are good but remeber that you have two camera so 50 max |
Drawcall | >100 | The Gear VR start to have performance issue |
Drawcall | >160 | You are definitely not in the > 60 FPS anymore |
Trianble | <50.000 | You are good to go |
Trianble | <100.000 | You start to play with fire |
Trianble | >100.000 | Depending of your project you start to have problem |
Trianble | >250.000 | You won't have your 60 FPS anymore |
In unity object can only make 65.000 triangles max object. Meaning that you will have for a house of 200.000 triangles.
](https://youtu.be/n-oZa4Fb12U?t=94)
Youtube Search: Vertex Coloring
You can use Vertex Colored asset to optimized some part of your game
Sprite example: | Atlas | Atlas |
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The tutorial: https://www.creativeshrimp.com/game-level-texturing-texture-atlas-part-35.html
Pro:
Against:
Pro:
(Missing post about it, don't like light ;) )
Ok plan to make a recap on the performance you need to keep in mind for your game for artist mainly and a bit for developer.
So... Here is a post about what i found on the web on the subject.