Rendering Statistics Window 渲染数据统计窗口 性能系列4

Rendering Statistics Window 渲染数据统计窗口

本文档主要是对Unity官方手册的个人理解与总结(其实以翻译记录为主:>)
仅作为个人学习使用,不得作为商业用途,欢迎转载,并请注明出处。
文章中涉及到的操作都是基于Unity2018.3版本
参考链接:https://docs.unity3d.com/Manual/RenderingStatistics.html

The Game View has a Stats button in the top right corner. When the button is pressed, an overlay window is displayed which shows realtime rendering statistics, which are useful for optimizing performance. The exact statistics displayed vary according to the build target.
游戏视图在右上角有一个Stats按钮。当按下按钮时,将显示一个叠加窗口,显示实时渲染统计信息,这对于优化性能非常有用。显示的精确统计信息根据构建目标的不同而不同。

在这里插入图片描述
The Statistics window contains the following information:-
统计信息窗口包含以下信息:

设置描述
Time per frame and FPSThe amount of time taken to process and render one game frame (and its reciprocal, frames per second). Note that this number only includes the time taken to do the frame update and render the game view; it does not include the time taken in the editor to draw the scene view, inspector and other editor-only processing.
耗时与帧率处理和渲染一个游戏帧所花费的时间(以及它的倒数,每秒帧数)。注意,这个数字只包括更新和渲染游戏视图所花费的帧时间;它不包括编辑器绘制场景视图、检查器和其他编辑器处理所花费的时间。
Batches“Batching” is where the engine attempts to combine the rendering of multiple objects into a chunk of memory in order to reduce CPU overhead due to resources switching.
合批“合批”是指引擎试图将多个对象的渲染合并到一块内存中,以减少由于资源切换而造成的CPU开销。
Saved by batchingNumber of batches that was combined. To ensure good batching, you should share materials between different objects as often as possible. Changing rendering states will break up batches into groups with the same states.
合并的批次合并的批次数量,为了确保良好的合批,您应该尽可能地在不同对象之间共享材质。更改渲染状态会将成打破相同的状态的合批处理。
Tris and VertsThe number of triangles and vertices drawn. This is mostly important when optimizing for low-end hardware
三角面与顶点绘制的三角面和顶点的数量。这在对低端硬件进行优化时非常重要
ScreenThe size of the screen, along with its anti-aliasing level and memory usage.
屏幕屏幕的大小,以及它的抗锯齿级别和内存使用情况。
SetPassThe number of rendering passes. Each pass requires Unity runtime to bind a new shader which may introduce CPU overhead.
渲染通道渲染通道的数量,每个通道都需要Unity运行时来绑定一个可能会带来CPU开销的新的着色器。
Visible Skinned MeshesThe number of skinned meshes rendered.
可见的蒙皮网格渲染的蒙皮网格数量。
AnimationsThe number of animations playing.
动画播放动画的数量。
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