Unity City
Monday, November 15, 2010
Labels: Unity3DModeled by Sean McDonald
Before hand, this scene had one directional light and quite a few draw calls that slowed performance. I had the camera in forward render mode (no point lights so I don't need deferred render mode). Then I light mapped the entire scene and changed the rendering path to Vertex Lit. This immediately gave me a much better frame rate. I then baked in Occlusion Culling so that only the geometry that is seen by the camera is sent to the render pipeline which yielded a well optimized environment
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