[UE4]性能优化之:如何减少drawcall

UE4中的实例化网格可以降低CPU的drawcall开销,但可能增加GPU时间。渲染工程师解释,尽管实例化能减少API调用,但当材质ID变化时,仍然会触发高昂的材质切换成本。观察Stat UNIT中的DRAW与GPU对比,可以看到实例化的性能提升主要体现在CPU端,而GPU时间可能会增加。这取决于网格大小、材质设置以及硬件限制。
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Using Instanced Meshes doesn't reduce draw calls

原文:https://answers.unrealengine.com/questions/127435/using-instanced-meshes-doesnt-reduce-draw-calls.html

 

epic工程师的回答:

Instanced meshes will reduce the draw call overhead on the CPU but will not reduce the GPU cost. In fact the GPU time can increase when using instancing. Allow me to get a little technical for a moment:

 

This process has to do with the limitations of the CPU vs. GPU and how the API (OpenGL or DirectX) tries to maximize this limitation through batching. Instancing being a special case of batching. With a scene rendered with many small or simple objects each with only a few triangles, the performance is enti

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