CAVE is an immersive virtual reality environment where projectors are directed to three of the walls of a room-sized cube. Although after upgradation of the PC, frame rate is not a huge concern as before, optimizing graphics performance is always significant to the success of many games, especially when you only have 1 graphic card and need to support multi-screen.
Where are the graphics costs?
The graphical cost of your game are on two parts of the computer: the GPU and the CPU.
The first step before trying any optimization is to find where the performance problem is, since strategies for optimizing for GPU vs. CPU are different.
Unity Profiler is your go to choice. You can open profiler window in Unity Editor (Window->Profiler). More information can be found on Unity-Manual.
In order to improve performance on CPU side:
- reduce the visible object count by combining close objects those share same material together
- combine separate textures into ONE bigger texture
- remove IKs because they need CPU overhead even though they don’t effect the animation AT ALL, since while importing animations, Unity already bake animation into FK.
There are two basic rules for your to optimize model geometry:
- don’t use any more triangles than necessary
- try to keep the number of UV mapping seams and hard edges (doubled-up vertices) as low as possible
Use Lightmapping to “bake” static lighting just once, instead of computing it each frame.
- use only 1 single skinned mesh renderer for each character. i.e. don’t rig the character separately
- use as few materials & shaders as possible, unless the character/object is very important, the UV shouldn’t be bigger than 1024*1024 and the texture better in png format.
- the fewer bones you use, the better the performance is guaranteed will be, just use Unity humanoid default skeleton setting as reference