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Unity 2017 Game Optimization

You're reading from   Unity 2017 Game Optimization Optimize all aspects of Unity performance

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Product type Paperback
Published in Nov 2017
Publisher
ISBN-13 9781788392365
Length 376 pages
Edition 2nd Edition
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Author (1):
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Chris Dickinson Chris Dickinson
Author Profile Icon Chris Dickinson
Chris Dickinson
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Table of Contents (17) Chapters Close

Title Page
Credits
About the Author
About the Reviewers
www.PacktPub.com
Customer Feedback
Software and Hardware List
Preface
1. Pursuing Performance Problems 2. Scripting Strategies FREE CHAPTER 3. The Benefits of Batching 4. Kickstart Your Art 5. Faster Physics 6. Dynamic Graphics 7. Virtual Velocity and Augmented Acceleration 8. Masterful Memory Management 9. Tactical Tips and Tricks

Chapter 6. Dynamic Graphics

There is no question that the Rendering Pipeline of a modern graphics device is complicated. Even rendering a single triangle to the screen requires a multitude of Graphics API calls, covering tasks such as creating a buffer for the Camera view that hooks into the Operating System (usually via some kind of windowing system), allocating buffers for vertex data, setting up data channels to transfer vertex and texture data from RAM to VRAM, configuring each of these memory spaces to use a specific set of data formats, determining the objects that are visible to the Camera, setting up and initiating a Draw Call for the triangle, waiting for the Rendering Pipeline to complete its task(s), and finally presenting the rendered image to the screen. However, there's a simple reason for this seemingly convoluted and over engineered way of drawing such a simple object--rendering often involves repeating the same tasks over and over again, and all of this initial setup makes...

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