https://store.steampowered.com/news/app/979520/view/2876066814699022293?l=swedish
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Performance Improvements:
- Changed render queues to decrease draw calls
- Baked Occlusion culling in all levels
- Removed warping FX
- Optimized all scripts calls to run under 2-3 ms
- Removed extraneous textures, such as the hologram models
- Sized up lightmaps to 4096
- Disabled shadow mapping
- Improved static batching
- Disabling procedural skybox
- Disable runtime illumination
- Dynamic instancing of materials
- All new WaitForSeconds calls pre-initialized
- Log files disabled
- Removed instantiation / destroy of hologram models, re-using for performance
- Limited overdraw on all maps by removing unneeded meshes
- Removed all dynamic menus and animations
- Removed thruster variation animations
- Weapon checks only update every half second instead of 0.1s.
- Fade (transparency) calls no longer every frame, only when needed.
- Navigation path meshes fully disabled when not in use, not just invisible.
- Removed all spotlights to limit breaking of static batching.
- Limit all scenes to one reflection probe
- Changed transparent shaders to less computationally intensive ones
- Load asset bundles at the beginning of a round to save time
- Sparkles Fx removed from the fleet boxes in Fleetbuilder
- Removed redundant multiplication from every frame with speed functions
- All ships given more aggressive LOD design models
- Reorganize asset bundles so that they load by color combination, not ship type
- Low resolution textures created and used for all low poly LOD models
- All maps changed to static objects when possible
- Vsync disabled in project settings
- Flattened out sprites into single transparent layers to reduce draw calls
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