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Optimizing mobile graphics

Discussion in 'General Graphics' started by Silasi, Oct 17, 2019.

  1. Silasi

    Silasi

    Joined:
    Jul 25, 2016
    Posts:
    48
    I know, there's plenty of documentation based on this topic.

    Found a lot of opinions and no exact estimation from unity itself. In what range should I mentain my draw calls? Found people saying you should not get above 40. At this moment my scene has 104 draw calls and it runs ~58 fps on J5 2016 (the gpu on this is really, really bad).

    Untitled.png

    Also, enabling GPU Instancing on the white cubes makes no difference. Should it make a difference?

    Heard some tips and tricks on draw calls and what I will do is create a big texture containing mutiple smaller textures, so I can apply the same material on more assets, like so:
    trucksimulation-05_10593.jpg

    Here comes my other question. What would be the resolution limit of this 'texture container'? Thought of keeping it at 2k and maybe have one or two that reach 4k.
     
  2. kdgalla

    kdgalla

    Joined:
    Mar 15, 2013
    Posts:
    4,639
    Have you profiled the build running on the device?
     
  3. Silasi

    Silasi

    Joined:
    Jul 25, 2016
    Posts:
    48
    Yes, this is how it performs:
    Untitled.png Untitled2.png

    The gpu is always at 0ms while the cpu is at an average of 17ms
     
  4. kdgalla

    kdgalla

    Joined:
    Mar 15, 2013
    Posts:
    4,639
    I can't tell where your cursor is, are actually looking at one of the spikes?