Unity VR Optimization : Draw Calls

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  • เผยแพร่เมื่อ 19 ธ.ค. 2024

ความคิดเห็น • 34

  • @woodman7497
    @woodman7497 2 ปีที่แล้ว +7

    shrimp man out here absolutely blessing me with optimization videos 🙏🙏🙏 couldnt have asked for more

    • @FistFullofShrimp
      @FistFullofShrimp  2 ปีที่แล้ว +1

      Lord shrimpo is always happy to pass out those optimization blessing. 🍤 🙌 🍤

    • @lucutes2936
      @lucutes2936 7 หลายเดือนก่อน

      i will never eat shrimps now

  • @josteinschefte-jg6mx
    @josteinschefte-jg6mx ปีที่แล้ว +1

    Thank you so much for these amazing optimization videos (and other tutorials)! Keep up the great work, this channel is an absolute gem!

    • @FistFullofShrimp
      @FistFullofShrimp  ปีที่แล้ว +1

      Thank you so much for this and the kind words. Even happier you're getting some helpful info from the optimization series!!! 🍤 🍤 🍤

  • @martinthexr
    @martinthexr ปีที่แล้ว +1

    Thanks, the video was great, easy to understand, I'm looking forward to watching many more of your vids

  • @marcosmoran280
    @marcosmoran280 ปีที่แล้ว +3

    youre doing gods work out here

    • @FistFullofShrimp
      @FistFullofShrimp  ปีที่แล้ว

      I'm no god, just a humble shrimp. Thank you for the kind words! 🍤

  • @praveenb-xr
    @praveenb-xr 2 ปีที่แล้ว +2

    Buddy your Videos are awesome..recently watching yours many times

    • @FistFullofShrimp
      @FistFullofShrimp  2 ปีที่แล้ว +1

      You honor the shrimpo with your words. Thank you! 🍤

    • @praveenb-xr
      @praveenb-xr 2 ปีที่แล้ว

      @@FistFullofShrimp Thank you ..Keep making some useful videos and ask for subscribers on choice of content as well

  • @skippy5652
    @skippy5652 2 ปีที่แล้ว +4

    This is going to save a lot of people's projects. Mine included 👍

    • @FistFullofShrimp
      @FistFullofShrimp  2 ปีที่แล้ว +1

      Happy to hear! El Shrimpo lives to save projects

    • @attilakozma4592
      @attilakozma4592 ปีที่แล้ว

      I was going to say the same, I almost gave up yesterday night when I was playtesting on 25 fps on average.

  • @vigneshkrishnan5680
    @vigneshkrishnan5680 ปีที่แล้ว +1

    All hail Lord Shrimp!

  • @usercontent2112
    @usercontent2112 11 หลายเดือนก่อน +1

    Thank you, the best tutorial I've seen

    • @FistFullofShrimp
      @FistFullofShrimp  11 หลายเดือนก่อน +1

      I'm glad you enjoyed it! Cheers!

  • @Tyliart
    @Tyliart 11 หลายเดือนก่อน

    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.

  • @windofwarnn
    @windofwarnn 2 ปีที่แล้ว +2

    Thank you! Very useful!

  • @superblue5871
    @superblue5871 ปีที่แล้ว +1

    Awesome video, thanks!

    • @FistFullofShrimp
      @FistFullofShrimp  ปีที่แล้ว

      Always happy to hear this! Thanks for watching. 🍤🍤🍤

  • @wigger4942
    @wigger4942 2 ปีที่แล้ว +2

    Please more optimization tricks for vr games

  • @Jorge78712
    @Jorge78712 ปีที่แล้ว +1

    Thanks!! I love your videos!

  • @iaderesel
    @iaderesel ปีที่แล้ว +2

    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?

  • @lucutes2936
    @lucutes2936 7 หลายเดือนก่อน

    thx again

  • @aussieraver7182
    @aussieraver7182 ปีที่แล้ว +1

    Legend!

  • @TheSateef
    @TheSateef ปีที่แล้ว

    it seems like static batching would kill the benefits of occlusion culling by making a giant mesh that can't easily be occluded?

  • @ThatGuy_33
    @ThatGuy_33 3 หลายเดือนก่อน

    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?

  • @deblob123456789
    @deblob123456789 8 หลายเดือนก่อน +1

    There has to be a reason why you dont want these settings enabled 100% of the time. What would that be?

    • @Arrrr-gj6kk
      @Arrrr-gj6kk 2 หลายเดือนก่อน +1

      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

  • @louisonsad772
    @louisonsad772 ปีที่แล้ว

    ❤️

  • @Genebriss
    @Genebriss ปีที่แล้ว +1

    People should stop making the same tutorial about draw calls over and over again without even taking SRP batcher into account.