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Unity 2017 Game Optimization

You're reading from   Unity 2017 Game Optimization Optimize all aspects of Unity performance

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Product type Paperback
Published in Nov 2017
Publisher
ISBN-13 9781788392365
Length 376 pages
Edition 2nd 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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Table of Contents (10) Chapters Close

Preface 1. Pursuing Performance Problems FREE CHAPTER 2. Scripting Strategies 3. The Benefits of Batching 4. Kickstart Your Art 5. Faster Physics 6. Dynamic Graphics 7. Virtual Velocity and Augmented Acceleration 8. Masterful Memory Management 9. Tactical Tips and Tricks

Draw Calls


Before we discuss Dynamic Batching and Static Batching independently, let's first understand the problems that they are both trying to solve within the Rendering Pipeline. We will try to keep 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.

Note

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 it as configuring options before initiating the current rendering pass. We will refer to them as Draw Calls throughout the remainder of this book.

Before a Draw Call can be requested, several tasks need to be completed. Firstly, mesh and texture data must be...

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