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Unity 5  Game Optimization

You're reading from   Unity 5 Game Optimization Master performance optimization for Unity3D applications with tips and techniques that cover every aspect of the Unity3D Engine

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Product type Paperback
Published in Nov 2015
Publisher Packt
ISBN-13 9781785884580
Length 296 pages
Edition 1st Edition
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Author (1):
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Chris Dickinson Chris Dickinson
Author Profile Icon Chris Dickinson
Chris Dickinson
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Toc

Table of Contents (10) Chapters Close

Draw Calls


Before we discuss Static and Dynamic Batching independently, let's first understand the problems that they are both trying to solve within the graphics pipeline. We will try to keep fairly light on the technicalities. We will explore this topic in greater detail in Chapter 6, Dynamic Graphics.

The primary goal of these batching methods is to reduce the number of Draw Calls required to render all objects in the current view. At its most basic form, a Draw Call is a request sent from the CPU to the GPU, asking it to draw an object. But, before a Draw Call can be requested, several important criteria need to be met. Firstly, mesh and texture data must be pushed from the CPU memory (RAM) into GPU memory (VRAM), which typically takes place during initialization of the Scene. Next, the CPU must prepare the GPU by configuring the options and rendering features that are needed to process the object that is the target of the Draw Call.

These communication tasks between the CPU and GPU take...

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