Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by JiminiCanett · Sep 27, 2011 at 02:59 PM · renderingiphoneoptimization

iPhone Optimization - using 1024x1024 textures for background

Hi everyone, I'm on the optimization process of an iPhone game I'm working on. We finished the gameplay/assets integration. Making heaps of profiles to check where the bottlenecks were, I have to say that I'm a bit lost there, I don't really know how I can read the profile log, here is an example :

iPhone Unity internal profiler stats:

cpu-player> min: 4.3 max: 23.9 avg: 6.5

cpu-ogles-drv> min: 0.8 max: 10.9 avg: 1.5

cpu-waits-gpu> min: 0.5 max: 46.5 avg: 14.8

msaa-resolve> min: 0.0 max: 0.0 avg: 0.0

frametime> min: 7.7 max: 63.6 avg: 26.4

draw-call #> min: 12 max: 13 avg: 12 | batched: 3

tris #> min: 52 max: 54 avg: 53 | batched: 20

verts #> min: 112 max: 116 avg: 114 | batched: 48

player-detail> physx: 0.1 animation: 0.0 culling 0.0 skinning: 0.0 batching: 0.0 render: -12.3 fixed-update-count: 0 .. 2

mono-scripts> update: 0.8 fixedUpdate: 0.0 coroutines: 0.0

mono-memory> used heap: 409600 allocated heap: 479232 max number of collections: 0 collection total duration: 0.0

What I see is that I have lots of time waits-gpu. Actually, what confuses me is the huge gap between min and max values. How can I iterate to find what causes the cpu to wait for gpu an average of 14ms to max 46ms ? The draw call count and nb of verts looks correct from what I've read. The only hint I have for the moment is on the textures we're using. But as don't know a lot about 3d programming, I'm not sure of what is a potential problem and what is not. In the game, we have pixel art backgrounds that are not tilable, they have to be full-screen textures. We also have parallax and so use at most 3 of these textures at the same time on screen. They use transparency and from what I've read, it's not helping. Plus, to have clean textures in Unity, we ended having to make them square of two. Then to avoid stretching of the image, we are using planes that are scaled to that the textures fills them entirely without having to stretch. There may be another way of doing pixel perfect but everything else we've tried went ugly. One thing I would like to know is for example if rendering 4 big quads (which would represent for example 256*256 textures) is better in terms of performance than one big quad of 512*512 ? Then, should I try using batching, even if atlasing such big textures will end up either with 2048*2048 textures or having just 3 backgrounds in one texture ?

Thanks in advance and don't hesitate if you feel the need for more information

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

2 People are following this question.

avatar image avatar image

Related Questions

Why did my render time increase after lowering the vertex count? 2 Answers

Vertex count and smoothing groups 2 Answers

Optimise adding shadows in scene using Unity iPhone 2 Answers

How to accelerate and improve the rendering on iPhone ? 0 Answers

Preloading / Caching Prefabs [Unity iPhone] 4 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges