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Polygon Quantity Problem
For most graphics cards today, the number of polygons is not a big problem. We generally consider the number of objects and the fill rate to be more important. Unfortunately, most of the older integrated chips (Intel 945/gma 950 and similar models) are not. Its importance depends on the complexity of the vertex shader or light and the speed of the CPU (well, most of the integrated graphics cards convert and illuminate the CPU's vertices).
The Big Bang Brain Games game never uses more than 25,000 triangular faces in scenes that use 1-2 per-vertex and no-pixel lights (especially vertex illumination (vertexlit) to render paths). The quality setting (quality Settings) automatically improves performance when the frame rate drops. Therefore, in high-end machines, the quality setting is also higher when the pixel light is enabled.
The reason for this decrease is that you draw objects multiple times, using complex vertex shaders and many polygons. This means that:
- Use vertex illumination (vertexlit) to render paths when feasible. This allows each object to be drawn only once, regardless of how many lights are in the scene.
- Try not to use all lights, including vertex lights. The light does not work when the geometry or light moves. Otherwise, use a light map (Lightmapper) to bake the lighting, which will run faster and look more beautiful.
- Optimize the geometry (see next section).
- Use the render statistics (Rendering Statistics) window and Analyzer (Profiler)!
Optimizing model Geometry
When optimizing model geometry, there are two basic principles:
- If you do not have to, do not use too many faces.
- Make UV-mapped seams and hard edges as small as possible.
Note that the actual number of vertices processed by the graphics hardware is usually different from those shown in the three-dimensional application. Modeling applications typically display the number of geometric vertices, such as the number of vertices that comprise the model.
For graphics cards, however, some vertices must be split into separate points. If a vertex has more than one normal (on hard edges), multiple UV coordinates, or multiple vertex colors, it must be split. So the number of vertices you see in Unity is usually different from the three-dimensional application.
Bake the lights.
Bake the light into a light map or vertex color. Unity has a built-in lighting map (lightmapper), and you can bake light maps in many three-dimensional modeling packages.
The process of generating a lighting map environment is only a little longer than placing lights in Unity's scene, but:
- It runs faster, especially if there are multiple lights in the case.
- Because it can bake global illumination, it looks a lot better.
The next generation of games is still dependent on the light map. In general, they use a light mapping environment and use only one or two real-time dynamic lights.
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Unity technology optimized for integrated graphics