- Unity Game Optimization
- Dr. Davide Aversa Chris Dickinson
- 158字
- 2021-06-24 12:12:58
The Rendering area
The Rendering area provides some generic rendering statistics that tend to focus on activities related to preparing the GPU for rendering, which involves a set of activities that occur on the CPU (as opposed to the act of rendering, which is an activity handled within the GPU and is detailed in the GPU Usage area). Breakdown View offers useful information, such as the number of SetPass calls (otherwise known as draw calls), the total number of batches used to render the scene, the number of batches saved from dynamic batching and static batching and how they are being generated, and memory consumed for textures.
The Rendering area also offers a button to open Frame Debugger, which will be explored more in Chapter 3, The Benefits of Batching. The remainder of this area's information will prove useful when you go through Chapter 3, The Benefits of Batching, and Chapter 6, Dynamic Graphics.
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