- Unity 2017 Game Optimization(Second Edition)
- Chris Dickinson
- 160字
- 2021-07-02 23:21:03
The Rendering Area
The Rendering Area provides some generic rendering statistics that tend to focus on activities related to preparing the GPU for rendering, which is a set of activities that occur on the CPU (as opposed to the act of rendering, which is activity handled within the GPU and is detailed in the GPU Usage Area). The Breakdown View offers useful information, such as the number of SetPass calls (otherwise known as Draw Calls), the total number of batches used to render the Scene, the number of batches saved from Dynamic Batching and Static Batching and how they are being generated, as well as memory consumed for textures.
The Rendering Area also offers a button to open the Frame Debugger, which will be explored more in Chapter 3, The Benefits of Batching. The rest of this Area's information will prove useful when you go through Chapter 3, The Benefits of Batching, and Chapter 6, Dynamic Graphics.
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