Dynamic resolution 动态分辨率 相机系列6

本文介绍了Unity的动态分辨率功能,用于在GPU负载过大时动态调整渲染目标的分辨率,以维持帧率稳定性。动态分辨率在Xbox One, PS4, Nintendo Switch等平台上支持。Unity通过不重新分配渲染目标,而是使用混叠技术实现缩放。开发者可以通过ScalableBufferManager控制缩放比例,并利用FrameTimingManager监控GPU性能以适时调整分辨率。" 129426792,17120745,DBT数据转换实践与特性解析,"['数据仓库', '数据库', '数据转换工具', '数据建模', 'SQL']

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Dynamic resolution 动态分辨率

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/DynamicResolution.html

Dynamic resolution is a Camera setting that allows you to dynamically scale individual render targets, to reduce workload on the GPU. In cases where the application’s frame rate reduces, you can gradually scale down the resolution to maintain a consistent frame rate instead. Unity triggers this scaling if performance data suggests that the frame rate is about to decrease as a result of the application being GPU-bound. You can also trigger the scaling manually by preempting a particularly GPU-intensive section of the application and controlling the scaling via a script. If scaled gradually, dynamic resolution can be almost unnoticeable.
动态分辨率是相机设置中允许您动态缩放单个渲染目标,以减少GPU上的工作负载。在应用程序的帧率降低的情况下,您可以逐步降低分辨率,以保持一致的帧率。如果性能数据表明,由于应用程序受GPU限制,帧速率将会降低,那么Unity将触发这种扩展。您还可以通过抢占调度应用程序中占用GPU特别多的部分并通过脚本控制缩放。如果逐步缩放,动态分辨率几乎不被发觉。

Supported platforms 支持平台

Unity supports dynamic resolution on Xbox One, PS4, Nintendo Switch, iOS/tvOS (Metal only) and Android (Vulkan only).

Impact on render targets 对渲染目标的影响

With dynamic resolution, Unity does not re-allocate render targets. Conceptually, Unity scales the render target; however, in reality, Unity uses aliasing, and the scaled-down render target only uses a small portion of the original render target. Unity allocates the render targets at their full resolution, and then the dynamic resolution system scales t

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