Book Image

Unity 2017 Game Optimization - Second Edition

By : Chris Dickinson
Book Image

Unity 2017 Game Optimization - Second Edition

By: Chris Dickinson

Overview of this book

Unity is an awesome game development engine. Through its massive feature-set and ease-of-use, Unity helps put some of the best processing and rendering technology in the hands of hobbyists and professionals alike. This book shows you how to make your games fly with the recent version of Unity 2017, and demonstrates that high performance does not need to be limited to games with the biggest teams and budgets. Since nothing turns gamers away from a game faster than a poor user-experience, the book starts by explaining how to use the Unity Profiler to detect problems. You will learn how to use stopwatches, timers and logging methods to diagnose the problem. You will then explore techniques to improve performance through better programming practices. Moving on, you will then learn about Unity’s built-in batching processes; when they can be used to improve performance, and their limitations. Next, you will import your art assets using minimal space, CPU and memory at runtime, and discover some underused features and approaches for managing asset data. You will also improve graphics, particle system and shader performance with a series of tips and tricks to make the most of GPU parallel processing. You will then delve into the fundamental layers of the Unity3D engine to discuss some issues that may be difficult to understand without a strong knowledge of its inner-workings. The book also introduces you to the critical performance problems for VR projects and how to tackle them. By the end of the book, you will have learned to improve the development workflow by properly organizing assets and ways to instantiate assets as quickly and waste-free as possible via object pooling.
Table of Contents (17 chapters)
Title Page
About the Author
About the Reviewers
Customer Feedback
Software and Hardware List

Detecting performance issues

It should be obvious that due to the number of complex processes involved, there are a lot of different ways in which the GPU can become bottlenecked. Now that we have a thorough understanding of the Rendering Pipeline and how bottlenecks may occur, let's explore how to detect these problems.

Profiling rendering issues

The Profiler can be used to quickly narrow down which of the two devices used in the Rendering Pipeline we are bottlenecked within--whether it is the CPU or GPU. We must examine the problem using both the CPU Usage and GPU Usage Areas of the Profiler window, as this can tell us which device is working the hardest.

The following screenshot shows Profilerdata for a CPU-bound application. The test involved creating thousands of simple cube objects, with no batching or Shadowing techniques taking place. This resulted in an extremely large Draw Call count (around 32,000) for the CPU to generate commands for, but giving the GPU relatively little work to...