Optimizing for integrated graphics cards
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Optimizing for integrated graphics cards

Polygon count matters

Для большинства современных видеокарт количества полигонов не имеет особого значения. Считается, что наиболее важны количество объектов и fillrate. Однако, это не относится к встроенным видеокартам (обычно, Intel). Каждый полигон здесь важен. Насколько важен — зависит также от сложности вершинных шейдеров и освещения, а также от скорости ЦПУ (многие встроенные видеокарты перекладывают расчёт transform & light vertices на ЦПУ).

Big Bang Brain Games never went above 25,000 triangles in a scene using 1-2 vertex lights and no pixel lights. Quality Settings were used to speed up performance automatically when frame rate drops. So on higher end machines a higher quality setting was used which had pixel lights enabled.

На производительности плохо сказывается большое количество полигонов и сложных шейдеров. Это означает :
* Do not use pixel lights. Pixel lights make the object be drawn multiple times; once for ambient pass and once for each pixel light.
* Старайтесь вообще не использовать ИС. Лучше запекайте всё освещение. Так будет быстрее.
* Оптимизируйте геометрию.
* Используйте Rendering Statistics.

Optimize model geometry

При оптимизации геометрии следуйте двум правилам :
* Не используйте чрезмерное количество faces.
* Keep the number of UV mapping seams and hard edges as low as possible.

Note that the actual number of vertices that graphics hardware has to process is usually not the same as displayed in a 3D application. Modeling applications usually display the geometric vertex count, i.e. number of points that make up a model.

For a graphics card however, some vertices have to be split into separate ones. If a vertex has multiple normals (it's on a "hard edge"), or has multiple UV coordinates, or multiple vertex colors, it has to be split. So the vertex count you see in Unity is almost always different from the one displayed in 3D application.

Bake lighting.

Bake ligthing either into lightmaps or vertex colors.

Maya has good builtin lightmapping tools. Unity can import secondary UV maps or vertex colors from Maya.

The process of generating a lightmapped environment takes a little longer than just placing a light in the scene in Unity, but:

Even next-gen games like Gears of War still rely on lightmapping a lot. Usually they use lightmapped environments and place dynamic lights on top. The builtin Lightmapped shaders can do exactly that in Unity!