Unity Particle System Optimization: How to Optimize the Special Effects of Skills

Discussion in 'Game Development (Technical)' started by UWA4d, Jan 22, 2022.

  1. UWA4d

    UWA4d New Member

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    Unity Performance Optimization Series:
    UWA has released a series of special subjects explaining performance optimization knowledge points of Unity’s mainstream modules one by one four years ago. With the upgrading of the engine, hardware equipment, production standards, etc. in recent years, UWA is also continuing to update optimization rules and methods, and output them to all the game developers. As an “upgraded version” of the performance optimization manual, the Unity Performance Optimization Series will try to express it in a simple and easy-to-understand way so that more developers can learn from it. This issue will share the knowledge points related to the rendering module. Rendering is a topic that cannot be escaped in the optimization of mobile devices. As the bulk of performance overhead, almost all games are inseparable from the rendering of scenes, objects, and special effects. How to achieve the best balance between excellent visual effects of the scene and smooth running has always been a headache for game designers, artists, and also programmers. - Rendering: https://blog.en.uwa4d.com/2021/12/3...3470xgCn4D423JKR56vWdT2z39178RYkTWwTZUisZk_WU
    We will continue discussing Unity performance optimization today, and the part that we will focus on in this article is particle system optimization. The impact of the particle system cannot be underestimated on either CPU or GPU. With the emergence of more heavy and AAA-type game projects, the tastes of players have become more critical; the complexity of gameplay has become higher, and the visual special effects have become more complicated…So we need to treat the particle system more carefully. What impact does the particle system have on the CPU? In the UWA particle module report, the following parameters need our attention: “ParticleSystem.Update”: The average CPU time for particle system update; “ParticleSystem.Draw”: The average CPU time for the particle system to submit Draw Call per frame; “ParticleSystem.ScheduleGeometryJobs”: This function is related to the scheduling of multi-threaded update tasks of the particle system. Generally speaking, the larger the value, the more the number of particle systems playing in the project. - Particle System: https://blog.en.uwa4d.com/2022/01/0...9wdmwNkM0ThFvQGf0woMwoDbYAKve7ldndrNqVDJUnH1c
    We have explained the performance optimization knowledge points of Unity’s mainstream modules one by one four years ago, commonly known as “Basic Version”. As the engine itself, hardware equipment, production standards, etc. have been upgraded in recent years, UWA has also continued to update optimization rules and methods and continue to output to the majority of developers. As an “upgraded version” of the performance optimization manual, [Unity Performance Optimization Series] will try to express it in a simple and understandable way, so that more developers can use it. In this issue, we will continue to share the knowledge points related to the animation module. - Animation Module: https://blog.en.uwa4d.com/2022/01/18/unity-performance-optimization-animation-module/ ---------------------------------------------------------------
    YOU MAY ALSO LIKE!!! UWA website: https://en.uwa4d.com UWA Blog: https://blog.en.uwa4d.com #UWA #UWAshare #VR #UWAtool #pipeline #gameindustry #Mono #developers #Lua #solutions #QA #testingtool #gametesting #Technologyconsultingplatform #AR #Unityengine #Unrealengine #technologyblogs #developers #performanceoptimization
     

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