Unity3d-Graphics performance optimization: Frame debugger

Source: Internet
Author: User
Tags unity 5

" graphics performance Optimization-Frame debugger" in the official unity document of thetranslation, e-link. Frame DebuggerFrame Debugger

the 

The frame debugger lets you freeze playback of a frame in a running game and then look at that frame of the rendered draw calls. Like the draw calls, the frame debugger also allows you to debug frames by frame, so you can see a lot of detail about how the scene is built from its graphical elements.

Using the Frame Debuggerusing the Frame debugger

The Frame Debugger window (menu: window > Frame Debugger) shows the Drawcall information and lets you control The "playback" of the frame under construction.

The Frame Debugger window (menu: Window > Frame Debugger) Displays drawcall information and allows you to control the "playback" of the build process frame.

The main list shows the sequence of Drawcalls (and other events such as framebuffer clear) in the form of a hierarchy that ID Entifies where they originated from. The Panel to the right of the list gives further information about the Drawcall such as the geometry details and the shade R used for rendering.

The main list displays the Drawcalls sequence (and other events such as frame buffer cleanup) in the original organizational structure of the resource, and the Panel on the right side of the list shows more detailed information about Drawcall, such as geometry details and shaders used for rendering.

clicking on a item from the list would show the scene (in the Game view) as it appears up To and including that Drawcall. The left and right arrow buttons in the toolbar move forward and backward in the list by a single step and can also us E the arrow keys to the same effect. Additionally, the slider at the top of the Windows lets you "scrub" rapidly through the Drawcalls-locate an item of inte Rest quickly. Where a drawcall corresponds to the geometry of a gameobject, that object would be highlighted in the main Hierarchy panel To assist identification.

Clicking on an entry in the list will (in the game view) show the scene and its drawcall as it appears. The left and right arrow buttons in the toolbar can forward or back to the selected entries in the list, using The arrow keys on the keyboard are also available. In addition, the scroll bar at the top of the window allows you to quickly skip over drawcalls to locate items of interest. When a drawcall corresponds to a geometric element of an object, the object's resource identifier in the list panel is highlighted.

if rendering happens into a rendertexture at the selected draw call, then contents of that Render texture is displayed in The game View. This is useful-inspecting how various off-screen render targets be built up, for example diffuse g-buffer in deferred Shading:

If the selected Drawcall is the render to texture (rendertexture), and the image of the rendered texture is displayed in the game view. This is useful for checking how various off-screen render targets are created, such as scattering object buffer (G-buffer, geometry Buffer).

Or looking at how the shadow maps is rendered: or see below How the Shadows are rendered:

Render target Display Optionsrender target display options

at The top of the information Panel is a toolbar which lets you isolate the red, green, bl UE and Alpha channels for the current state of the Game view. Similarly, you can isolate areas of the view according to brightness levels using the  levels  slider to The right of these channel buttons. These is only enabled when the rendering into a rendertexture.

The top of the info panel is a toolbar that allows you to detach the game view Red, green, blue, and transparent channels for the current status . Similarly, you can use the Level slider on the right side of the channel button to separate the field of view based on the brightness level. This is only possible when rendering to textures.

When rendering into multiple render targets at once you can select which one to display in the game view. Shown here is the diffuse, specular, normals and Emission/indirect lighting buffers in 5.0 deferred shading mode, respect Ively:

When rendering to multiple render targets at once, you can choose which one to display in the game view. The following views are scatter, specular, normal, and emission or non-linear light for Unity 5.0 Deferred Shading mode:

Additionally, you can see the depth buffer contents by picking ' depth ' from the dropdown:

In addition, you can see the depth cache content by selecting "Depth" from the drop-down menu:

by isolating alpha channel of the render texture, you can see occlusion (stored in RT0 ALP ha) and smoothness (stored in RT1 Alpha) of the deferred G-buffer:

You can see the closed (RT0 transparent channel and smoothing (in RT1 transparent channel):

The emission and ambient/indirect lighting in this scene are very dark; We can make it more visible by changing the Levels slider:

The emitted light and ambient light in this scene are very dark, and we can make it more visible by sliding the level scroll bar:

Alternative frame Debugging techniquesadditional frame debugging techniques to choose from:

you could also use external tools to debug rendering. Build a standalone player, run it through visual Studio graphics Debugger, intel gpa, renderdoc,  NVIDIA nsight oramd GPU Perfstudio, then capture a frame of rendering, and step through the draw calls and other rend ering events to see "s going on.

You can also use the external tools to debug the rendering. Play a standalone package with visual Studio Graphics Debugger , intel GPA , renderdoc , nvidia nsight AMD GPU perfstudio run, then grab a frame of the render and step through the draw calls and other rendering events to see what happened.

This was a very powerful approach, since these tools can provide you and a lot of information to really drill down.

because these tools provide a lot of information that really goes through each draw call, it's very powerful.

Unity3d-Graphics performance optimization: Frame debugger

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