it would be interesting to have a video on the optimization priorities and custom shaders that need to be prepared to be compatible with GPU Instancing.
Great video, thanks! I have two questions: 1. Why are those options not enabled by default, i.e., is there any cost resulting from them? And 2. can the materials have different tiling offsets when using dynamic batching or GPU instancing?
There is a project that I’ve been working on where I will split up a single object into multiple mashes it will reduce the poly count. Is it better to optimize for draw calls at the cost of a higher poly count?
shrimp man out here absolutely blessing me with optimization videos 🙏🙏🙏 couldnt have asked for more
Lord shrimpo is always happy to pass out those optimization blessing. 🍤 🙌 🍤
i will never eat shrimps now
Thank you so much for these amazing optimization videos (and other tutorials)! Keep up the great work, this channel is an absolute gem!
Thank you so much for this and the kind words. Even happier you're getting some helpful info from the optimization series!!! 🍤 🍤 🍤
Thanks, the video was great, easy to understand, I'm looking forward to watching many more of your vids
youre doing gods work out here
I'm no god, just a humble shrimp. Thank you for the kind words! 🍤
Buddy your Videos are awesome..recently watching yours many times
You honor the shrimpo with your words. Thank you! 🍤
@@FistFullofShrimp Thank you ..Keep making some useful videos and ask for subscribers on choice of content as well
This is going to save a lot of people's projects. Mine included 👍
Happy to hear! El Shrimpo lives to save projects
I was going to say the same, I almost gave up yesterday night when I was playtesting on 25 fps on average.
All hail Lord Shrimp!
Thank you, the best tutorial I've seen
I'm glad you enjoyed it! Cheers!
it would be interesting to have a video on the optimization priorities and custom shaders that need to be prepared to be compatible with GPU Instancing.
Thank you! Very useful!
Glad you liked it!
Awesome video, thanks!
Always happy to hear this! Thanks for watching. 🍤🍤🍤
Please more optimization tricks for vr games
Thanks!! I love your videos!
Cheers! Thanks for watching them 🍤
Great video, thanks! I have two questions: 1. Why are those options not enabled by default, i.e., is there any cost resulting from them? And 2. can the materials have different tiling offsets when using dynamic batching or GPU instancing?
thx again
Legend!
it seems like static batching would kill the benefits of occlusion culling by making a giant mesh that can't easily be occluded?
There is a project that I’ve been working on where I will split up a single object into multiple mashes it will reduce the poly count. Is it better to optimize for draw calls at the cost of a higher poly count?
There has to be a reason why you dont want these settings enabled 100% of the time. What would that be?
Yeah, the reason is that static batching works using CPU, so if you have too many objects than you overload your CPU and you will not get any profit
❤️
People should stop making the same tutorial about draw calls over and over again without even taking SRP batcher into account.