Render Statistics window (Rendering Statistics windows)

Source: Internet
Author: User

FPS (Timer per frame and fps)

Frames per seconds represents the time it takes the engine to process and render a game frame, which is primarily influenced by the number of objects rendered and GPU performance in the scene, the higher the FPS value, the smoother and smoother the animation of the game scene. In general, more than 30FPS of the screen human eye will not feel the card. In addition, the FPS value in unity includes only the frames that are updated and rendered in this game scene, and the scene and other watch windows that are drawn in the editor are not included.

Cpu

Gets the absolute value of the time that the CPU is currently occupied for calculation, or the point in time, if the Unity master process is in a hung or dormant state, the CPU times will remain unchanged.

Render Thread

The amount of time it takes the GPU rendering thread to process the image, as determined by GPU performance.

Batches

The batched draw Calls is Unity's built-in draw call batching technology.

Each time the CPU notifies the GPU to emit a gldrawelements (an element render function in OpenGL) or drawindexedprimitive (the vertex-drawing method in DirectX), the process is called a draw call, in general, Each time the engine makes a draw call to an object, it produces a batch that contains all the mesh and vertex data of the object, and when the other same object is rendered, the engine calls the information in batch directly and sends the relevant vertex data directly to the GPU. This makes the rendering process more efficient, that is, the batching technique is to combine all objects of similar material to render.

For objects that contain multiple different shader and material, rendering your process can be time consuming because there are multiple batches. Every time you modify an object's texture or texture, it affects the composition of the data set in the batches. So, if there are a lot of different objects in the scene, the stars will affect the rendering efficiency of the GPU.

About batches optimization-related scenarios:

Although the unity engine comes with draw call batching technology, it is also possible to manually merge objects close to the material.

Try not to modify the scale of the objects in the batches as this will generate new batch.

To improve GPU rendering efficiency, you should use less material on an object as much as possible, and reduce the overhead of batches.

For objects that do not move in the scene, consider setting the static property, and the static declared object is automatically optimized for internal batch processing.

Verts

Total number of vertices rendered in the camera field of view (field of view).

Tris

Total number of triangles rendered in the camera field of view (field of view).

Note: Merging the objects as much as possible will improve performance to a great extent. For example, there are 1000 different objects in scene one, each with 10 Tris, 10 different objects in scene two, and 1000 Tris per object. In rendering processing, a scene produces 1000 draw Calls, which is significantly slower to render than the scene.

Unity does not split the model, even if only 1 vertices are needed for rendering, and unity renders the entire model.

Screen

Get the resolution size of the current game screen

SetPass calls

Before talking about batches, for example, there are 100 gameobject in the scene, and they have exactly the same material, then these 100 objects are likely to be combined by Unity's batching mechanism into a batch. So it is not appropriate to use "Batches" to describe Unity's rendering performance, which only reflects the number of objects in the scene that require batch processing. Can you use "Draw calls" to describe it? The answer is also inappropriate. Each "Draw calls" is the CPU sent to the GPU a rendering request, including all the vertex parameters of the render object, triangle polygon, index value, the number of elements, etc., this request does not consume excessive consumption, the actual consumption of rendering resources after the GPU get the request instruction, Send the instruction to the corresponding object's shader, let shader read the instruction and notify the corresponding render pass (pass) for rendering operation. If there is a gameobject on the scene, hoping to show a cool effect, its material with a lot of specific shader. In order to achieve the corresponding effect, shader may contain many passes, each time the GPU is about to run a pass, it will produce a "SetPass call", so in describing the rendering performance overhead, "SetPass calls" more convincing.

Shadow Casters

Indicates how many objects in the scene can cast shadows, usually as light sources in the scene

Visible skinned meshes

Number of rendered skin meshes

Animations

The number of animations that are playing

Render Statistics window (Rendering Statistics windows)

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