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Unity 5 Game Optimization
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The back end is the more interesting part of the GPU pipeline, as many more graphical effects take place during this stage. Consequently, it is the stage that is significantly more likely to suffer from bottlenecks.
There are two brute force tests we can attempt:
Reduce resolution
Reduce texture quality
These changes will ease the workload during two important stages at the back end of the pipeline: fill rate and memory bandwidth, respectively. Fill rate tends to be the most common source of bottlenecks in the modern era of graphics rendering, so we will cover it first.
By reducing screen resolution, we have asked the rasterization system to generate significantly fewer fragments and transpose them over a smaller canvas of pixels. This will reduce the fill rate consumption of the application, giving a key part of the rendering pipeline some additional breathing room. Ergo, if performance suddenly improves with a screen resolution reduction, then fill rate should...
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