Unity VR Optimization : Draw Calls

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  • Опубліковано 27 жов 2024

КОМЕНТАРІ • 34

  • @woodman7497
    @woodman7497 Рік тому +7

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

    • @FistFullofShrimp
      @FistFullofShrimp  Рік тому +1

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

    • @lucutes2936
      @lucutes2936 5 місяців тому

      i will never eat shrimps now

  • @marcosmoran280
    @marcosmoran280 Рік тому +3

    youre doing gods work out here

    • @FistFullofShrimp
      @FistFullofShrimp  Рік тому

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

  • @praveenb-xr
    @praveenb-xr Рік тому +2

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

    • @FistFullofShrimp
      @FistFullofShrimp  Рік тому +1

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

    • @praveenb-xr
      @praveenb-xr Рік тому

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

  • @skippy5652
    @skippy5652 Рік тому +4

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

    • @FistFullofShrimp
      @FistFullofShrimp  Рік тому +1

      Happy to hear! El Shrimpo lives to save projects

    • @attilakozma4592
      @attilakozma4592 Рік тому

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

  • @usercontent2112
    @usercontent2112 9 місяців тому +1

    Thank you, the best tutorial I've seen

  • @martinthexr
    @martinthexr Рік тому +1

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

  • @josteinschefte-jg6mx
    @josteinschefte-jg6mx Рік тому +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  Рік тому +1

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

  • @Jorge78712
    @Jorge78712 Рік тому +1

    Thanks!! I love your videos!

  • @superblue5871
    @superblue5871 Рік тому +1

    Awesome video, thanks!

    • @FistFullofShrimp
      @FistFullofShrimp  Рік тому

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

  • @windofwarnn
    @windofwarnn Рік тому +2

    Thank you! Very useful!

  • @vigneshkrishnan5680
    @vigneshkrishnan5680 Рік тому +1

    All hail Lord Shrimp!

  • @Tyliart
    @Tyliart 9 місяців тому

    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.

  • @wigger4942
    @wigger4942 Рік тому +2

    Please more optimization tricks for vr games

  • @aussieraver7182
    @aussieraver7182 Рік тому +1

    Legend!

  • @lucutes2936
    @lucutes2936 5 місяців тому

    thx again

  • @iaderesel
    @iaderesel Рік тому +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?

  • @TheSateef
    @TheSateef Рік тому

    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 Місяць тому

    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?

  • @louisonsad772
    @louisonsad772 Рік тому

    ❤️

  • @deblob123456789
    @deblob123456789 6 місяців тому +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 26 днів тому +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

  • @Genebriss
    @Genebriss Рік тому +1

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