Unity3D在移动端的优化处理

猴子原创,欢迎转载。转载请注明:转载自Cocos2D开发网--Cocos2Dev.com,谢谢!

原文地址:http://www.cocos2dev.com/?p=285

今天去CGDC听了刘钢先生的Unity在移动端的优化处理,记录刘钢先生的优化建议。

一、关于性能优化的几大误区

误区1:性能优化只是程序员的责任,与美术和策划无关。

-技术美术和关卡设计师对于游戏性能承担着非常重要的责任

-程序员往往无法补救由于滥用美术资源而造成的性能问题

误区2:在制定了严格的美术规范之后,美术师就应该对一切美术问题负责,程序员不再与此有关

-程序员应该为美术师实现完整的美术资源合法性检查工具

-Tools speak louder than rules!

误区3:对于程序而言,性能优化应该从GPU/Shader的执行效率入手

-针对CPU端/游戏逻辑的性能优化往往能够取得更大的作用

-GPU/Shader的性能优化应该放在最后进行

未完.......待续.....

This book is designed to help you create applications and content that make the best use of Unity on mobile platforms, especially those with Mali GPUs. Chapter 1 Introduction This chapter introduces the Arm Guide for Unity Developers Optimizing Mobile Gaming Graphics. Chapter 2 Optimizing applications This chapter describes how to optimize applications in Unity. Chapter 3 Profiling your application This chapter describes profiling your application. Chapter 4 Optimization lists This chapter lists a number of optimizations for your Unity application. Chapter 5 Real time 3D art best practices: Geometry This chapter highlights some key geometry optimizations for 3D assets. Geometry optimizations can make a game both more efficient, and achieve the overall goal of getting your game to perform better on mobile platforms. Chapter 6 Real time 3D art best practices: Texturing This chapter covers several texture optimizations that can help your games to run more smoothly and look better. Chapter 7 Real time 3D art best practices: Materials and shaders This chapter covers multiple different material and shader optimizations that can help your games to run more efficiently and look better. Chapter 8 Advanced graphics techniques This chapter lists a number of advanced graphics techniques that you can use. Chapter 9 Virtual Reality This chapter describes the process of adapting an application or game to run on virtual reality hardware, and some differences in the implementation of reflections in virtual reality. Chapter 10 Advanced VR graphics techniques This chapter describes various techniques that you can use to improve the graphical performance of your Virtual Reality application. Chapter 11 Vulkan This chapter describes Vulkan and how you enable it. Chapter 12 Arm Mobile Studio This chapter describes the Graphics Analyzer and the Streamline tool.
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值