3/28/2024 0 Comments Computebuffer getdata asyncProfiling a build reveals that everything takes about four times as long, which makes sense. Profiling a build at resolution 200, without VSync, BRP and URP. In my case the average frame rate dropped to 10FPS for a BRP build and to 15FPS for a URP build. Let's begin by doubling the maximum resolution of Graph from 100 to 200 and see what performance we get. We might be able to reach 60FPS at resolution 100, but how far can we push this? And if we hit a bottleneck can we push past it by using a different approach? Resolution 200 The amount of points is equal to the resolution squared, so doubling the resolution significantly increases the workload. The higher the resolution of our graph the more work the CPU and GPU have to do, calculating positions and rendering cubes. This tutorial is made with Unity 2020.3.6f1. This time we'll use a compute shader to significantly increase the resolution of our graph. This is the fifth tutorial in a series about learning the basics of working with Unity. Copy the entire function library to the GPU.
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