Optimisation for PS4: polycount, shaders, textures, scripts
Where is the middle ground between "this asset is so 'optimized' it's ugly" and " this asset is so not optimised that the game crashes"
Here's the situation: I'm in my last year of studies in video game art. I have to work with a programmer from the "technical art" section of my school to create a small video game (for PS4, with Unity) and we have a very different understanding of how to optimise assets.
To prevent any unnecessary argument, I'm seeking info of what is the middle ground between the artist that wants it to be pretty and the programmer that wants it to be as light as a feather for the PS4.
Unfortunately, it is not easy to find precise guidelines for this stuff, because understandably, it depends on many things, but if you happen to have a website or whatever that could guide us, I would be very grateful if you could share it.
Here a few example of our different perception (I am exaggerating the thing): I've been taught I should not be afraid of bevels, he's been taught bevels are the plague I've been taught that PS4 can handle more drawcall than PC, but smaller ones ==> It's better to have 4x1k textures than an atlas, but he's been taught that atlases are the Holy Grail. I've been taught that for that one complexe object you see once in your scene, it's better to have 2 simple materials than 1 complex one, he's been taught that you should only have 1 ID per object. You see what I mean? As I said, I am exaggerating, but where is the middle ground? I cannot decide that my teachers know better than his'. They're probably all right in some way.
Thanks for reading and for any advice/links/whatever :)
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