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Unity Game Optimization

You're reading from   Unity Game Optimization Enhance and extend the performance of all aspects of your Unity games

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Product type Paperback
Published in Nov 2019
Publisher Packt
ISBN-13 9781838556518
Length 404 pages
Edition 3rd Edition
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Authors (2):
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Dr. Davide Aversa Dr. Davide Aversa
Author Profile Icon Dr. Davide Aversa
Dr. Davide Aversa
Chris Dickinson Chris Dickinson
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Chris Dickinson
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Toc

Table of Contents (15) Chapters Close

Preface 1. Section 1: Base Scripting Optimization
2. Evaluating Performance Problems FREE CHAPTER 3. Scripting Strategies 4. Section 2: Graphical Optimizations
5. The Benefits of Batching 6. Optimizing Your Art Assets 7. Faster Physics 8. Dynamic Graphics 9. Section 3: Advance Optimizations
10. Optimizations for Virtual and Augmented Reality 11. Masterful Memory Management 12. The Data-Oriented Technology Stack 13. Tactical Tips and Tricks 14. Other Books You May Enjoy

Draw calls

Before we discuss dynamic batching and static batching, let's first learn about the problems that they are both trying to solve within the Rendering Pipeline. We will try to keep our analysis fairly light on the technicalities as 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.

Draw call is the common industry vernacular for this process, although they are sometimes referred to as SetPass Calls in Unity since some low-level methods are named as such. Think of this as configuring options before initiating the current rendering pass. We will refer to them as draw calls throughout the remainder of this...
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