Unity3D - 圖形性能優化:渲染統計窗口

Unity官方文檔之“圖形性能優化-渲染統計窗口”翻譯,E文鏈接

Rendering Statistics Window 渲染統計窗口

The Game View has a Stats button in the top right corner. When the button is pressed, an overlay window is displayed which shows realtime rendering statistics, which are useful for optimizing performance. The exact statistics displayed vary according to the build target.

遊戲視野(Game View)右上角有一個Stats按鈕。這個按鈕是按下狀態時,會顯示一個半透明窗口,它顯示對於優化性能很有用的實時渲染統計數據。根據目標平臺不同,精確的統計數據也不同。

Rendering Statistics Window.Rendering Statistics Window. 渲染統計窗口。

The Statistics window contains the following information:- 渲染統計窗口包含下面這些信息:-

 

Time per frame and FPS

每幀時間和FPS

The amount of time taken to process and render one game frame (and its reciprocal, frames per second). Note that this number only includes the time taken to do the frame update and render the game view; it does not include the time taken in the editor to draw the scene view, inspector and other editor-only processing.

處理和渲染一幀消耗的時間(它決定FPS)。注意這個時間僅包含每幀的邏輯更新和遊戲視圖渲染,不包含編輯器繪製屏幕適度、檢視器和其它編輯器中才有的處理。

Draw Calls

繪製調用

The total number of meshes drawn after batching was applied. Note that where objects are rendered multiple times (for example, objects illuminated by pixel lights), each rendering results in a separate draw call.

批處理之後繪製的總的網格數。注意,對於多次渲染的物體(比如,物體被逐像素光照),每次渲染是一個獨立的Draw Call。

Batched (Draw Calls)

批處理(繪製調用)

The number of initially separate draw calls that were added to batches. “Batching” is where the engine attempts to combine the rendering of multiple objects into one draw call in order to reduce CPU overhead. To ensure good batching, you should share materials between different objects as often as possible.

初始獨立但是被批處理的網格數。“批處理”是引擎爲了降低CPU負載,合併渲染多個物體到一個Draw Call。爲了獲得好的批處理效果,你應該讓不同物體儘量共用材質。

Tris and Verts

三角形和頂點數

The number of triangles and vertices drawn. This is mostly important when optimizing for low-end hardware

繪製的三角形和頂點數,這對於優化低端硬件非常有用。

Screen

屏幕

The size of the screen, along with its anti-aliasing level and memory usage.

屏幕尺寸、它的抗鋸齒等級和內存佔用。

Visible Skinned Meshes

可視蒙皮網格

The number of skinned meshes rendered.

渲染的蒙皮網格數量。

Animations

動畫

The number of animations playing.

播放的動畫數量。

See also the rendering section of the profiler window which provides a more verbose and complete version of these stats.

另外,性能分析窗口的渲染部分提供了這些統計數據更詳細和完整的版本。

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