17.08.2015 Views

Fast mobile shaders or rather Mobile! Fast!

Fast mobile shaders - Unity Technologies Blog

Fast mobile shaders - Unity Technologies Blog

SHOW MORE
SHOW LESS
  • No tags were found...

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

“Onload” CPU?••M<strong>or</strong>e fast c<strong>or</strong>esSkinning, batching, particlegeometry• Easily doable & w<strong>or</strong>ks•Occlusion cull, post-fx,shadowmaps, particle rast• API limitations... someday?Right now we very often find that games are limited by the GPU on pixel processing. So theyend up having unused CPU power, especially on multic<strong>or</strong>e <strong>mobile</strong> CPUs. So often it makessense to pull some w<strong>or</strong>k off the GPU and put it onto CPU instead.Some easy examples (Unity does all of them right now): mesh skinning, batching of smallobjects, particle geometry updates.Possible future examples: rasterizing depth f<strong>or</strong> occlusion culling on the CPU, rasterizingshadowmaps <strong>or</strong> particles on the CPU, etc. Some of those are hard to do because of OpenGLES 2.0 limitations right now though.Also, even if putting CPU to full use might make the game faster, it might make it drain m<strong>or</strong>ebattery. So as always, adapt all advice to your own situation.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!