Identify and reduce overdraw in your application.If this is the case, consider these options: More info See in Glossary per frame than it can handle. Pixel lighting is calculated at every screen pixel. Pixel size depends on your screen resolution. If an application is limited by fill rate, the GPU is trying to draw more pixels The smallest unit in a computer image. There are three main reasons why the GPU might fail to complete its work in time to render a frame. Many of these approaches will also reduce the work required on the GPU for example, reducing the overall number of objects that Unity renders in a frame will result in a reduced workload for both the CPU and the GPU. There are a few different ways to achieve this: for more information, see Optimizing draw calls. ![]() You can reduce the amount of work that Unity must do to prepare and send rendering commands, usually by sending them to the GPU in more efficient “batches”.For more information, see Reflection Probe performance More info See in Glossary, ensure that you optimize their usage. ![]() The captured image is then stored as a Cubemap that can be used by objects with reflective materials.
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