![]() Passing from Forward rendering to Deferred Lighting you will notice there is more spicks oscillation in the frame rate up to the point spicks are half the fps average.Ĥ.7.0.f1 1111fps min spick 510fps quality: Fastest sync off We all start using Unity in Forward mode since is the default and then, when we are more advance users, we jump to Deferred. Using sync on off, Linear or Gamma, Dynamic or Static batching, Dx11 or Dx12 do not make any difference.Ī "Forward" (linear) rendering using U4.7 renders at 1111 frames per seconds and picks are at 1110 fpsĤ.7.0.f1 1111fps min spick 1110fps quality: Fastest sync offĪlso vertex lit looks like has no problems at first result But this fast conclusion is not the case as I explane later in the 2° theory. ![]() ![]() All day Debugging rendering Spikes since U3.4f 4.7f up to 5.4b for you! hope you like it!Īt first I found that the spicks are in Deferred Lighting only and they are not present in Forward rendering or Vertex Lit.
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