Htc advantage game performence
Volume is the quantity of three-dimensional space enclosed by the product's chassis or, in simpler terms, the space the product occupies. The maximum temperature at which the device can perform to the optimal level. The minimum temperature at which the device can perform to the optimal level. Resolution is an essential indicator of a screen's image quality, representing the maximum amount of pixels that can be shown on the screen.
The resolution is given as a compound value, comprised of horizontal and vertical pixels. A wider field of view assures an immersive and realistic experience. The frequency at which the screen is refreshed. Higher frequency results in less flickering less noise and more natural movement representation in action-intense scenes. With adjustable lenses, the device can assure a sharp and clear image for a wide range of users, including users who usually wear glasses.
The device has an electronic display to present information to the user. They have higher contrast ratios and wider viewing angles compared to LCDs. The bigger the screen size is, the better the user experience. Lenses with a bigger diameter offer better image quality. Pixel density is a measurement of a screen's resolution, expressed as the number of pixels per inch PPI on the screen.
A higher pixel density translates into more clarity and sharpness for the images rendered on the screen, thus improving the quality of the viewing experience. Performance 1. CPU speed Unknown. The CPU speed indicates how many processing cycles per second can be executed by a CPU, considering all of its cores processing units. It is calculated by adding the clock rates of each core or, in the case of multi-core processors employing different microarchitectures, of each group of cores.
RAM Unknown. Random-access memory RAM is a form of volatile memory used to store working data and machine code currently in use. It is a quick-access, temporary virtual storage that can be read and changed in any order, thus enabling fast data processing.
The internal storage refers to the built-in storage space available in a device for system data, apps, and user-generated data. With a large amount of internal storage, you can save more files and apps on your device. The device has a standard memory slot such as an SD or micro SD card slot that enables you to extend the built-in internal storage with affordable memory modules, or easily retrieve data, such as photographs, from the memory card.
Tracking 1. As your head moves, the images move in real-time, assuring a realistic experience. A gyroscope is a sensor that tracks the orientation of a device, more specifically by measuring the angular rotational velocity. Initially, they were built using a spinning rotor to detect changes in orientation, like twisting or rotation.
The device can track your position in space and warn you if you are about to hit something. An accelerometer is a sensor used to measure the linear acceleration of a device. A common application is detecting when a device changes between vertical and horizontal positions. The newer Shadow of the Tomb Raider uses DirectX 11 and 12, with this particular title being touted as having one of the best implementations of DirectX 12 of any game released so far.
This particular third-person shooter is developed by Rebellion Developments which is more widely known for games such as the Sniper Elite and Alien vs Predator series. Gameplay is cooperative-centric with a wide variety of different levels and many puzzles which need solving by the British colonial Secret Service agents sent to put an end to her reign of barbaric and brutality.
The game supports both the DirectX 12 and Vulkan APIs and houses its own built-in benchmark which offers various options up for customization including textures, anti-aliasing, reflections, draw distance and even allows users to enable or disable motion blur, ambient occlusion and tessellation among others. For our testing, we use the DirectX 12 benchmark. Performance in Strange Brigade wasn't influenced by the frequency and latency of the G.
We do note however that 95th percentile performance does, for the most part, improve as we increased the memory frequency. Scaled Gaming Performance: High Resolution Civilization 6 Originally penned by Sid Meier and his team, the Civilization series of turn-based strategy games are a cult classic, and many an excuse for an all-nighter trying to get Gandhi to declare war on you due to an integer underflow.
See the manual for more information on recommended texture compression format by platform. Much like textures, meshes can consume excess memory if not imported carefully. Higher-resolution models mean more memory usage and potentially longer GPU times. Does your background geometry need half a million polygons? Consider cutting down models in your DCC package of choice. The AssetPostprocessor allows you to run scripts when importing assets.
The Addressable Asset System provides a simplified way to manage your content. Then, use Addressables to create a smaller initial build for your mobile application.
Cloud Content Delivery lets you host and deliver your game content to players as they progress through the game. Click here to see how the Addressable Asset System can take the hassle out of asset management. With each frame, Unity determines the objects that must be rendered and then creates draw calls.
A draw call is a call to the graphics API to draw objects e. The Universal Render Pipeline URP currently uses a single-pass forward renderer to bring high-quality graphics to your mobile platform deferred rendering will be available in future releases.
The same physically based Lighting and Materials from consoles and PCs can also scale to your phone or tablet.
Batching objects to be drawn together minimizes the state changes needed to draw each object in a batch. This leads to improved performance by reducing the CPU cost of rendering objects. Unity can combine multiple objects into fewer batches using several techniques:. The Frame Debugger shows how each frame is constructed from individual draw calls.
This is an invaluable tool for troubleshooting your shader properties that can help you analyze how the game is rendered. New to the Frame Debugger? Check out this introductory tutorial here. It is crucial to avoid adding too many dynamic lights to your mobile application. Consider alternatives like custom shader effects and light probes for dynamic meshes, as well as baked lighting for static meshes. See this feature comparison table for the specific limits of URP and built-in pipeline real-time lights.
Shadow casting can be disabled per MeshRenderer and light. Disable shadows whenever possible to reduce draw calls. You can also create fake shadows using a blurred texture applied to a simple mesh or quad underneath your characters.
Otherwise, you can create blob shadows with custom shaders. Add dramatic lighting to your static geometry using Global Illumination GI. Mark objects with Contribute GI so you can store high-quality lighting in the form of Lightmaps. Baked shadows and lighting can then render without a performance hit at runtime. Follow the manual guide and this article about optimizing lighting for help getting started with Lightmapping in Unity.
Light Probes store baked lighting information about the empty space in your Scene, while providing high-quality lighting both direct and indirect. They use Spherical Harmonics, which calculate very quickly compared to dynamic lights. As objects move into the distance, Level of Detail can adjust or switch them to use simpler meshes with simpler materials and shaders, to aid GPU performance. Objects hidden behind other objects can potentially still render and cost resources.
Use Occlusion Culling to discard them. While frustum culling outside the camera view is automatic, occlusion culling is a baked process. Though not necessary for every scene, culling can improve performance in many cases. Check out the Working with Occlusion Culling tutorial for more information. With phones and tablets becoming increasingly advanced, newer devices tend to sport very high resolutions.
Use Screen. SetResolution width, height, false to lower the output resolution and regain some performance. Profile multiple resolutions to find the best balance between quality and speed.
Only use Camera components required for rendering. On lower-end mobile platforms, each camera can use up to 1 ms of CPU time. The Universal Render Pipeline includes several lightweight Lit and Unlit shaders that are already optimized for mobile platforms. Try to keep your shader variations as low as possible, as they can have a dramatic effect on runtime memory usage.
Find out how to build your shaders visually using Shader Graph here. Avoid drawing unnecessary transparent or semi-transparent images. Mobile platforms are greatly impacted by the resulting overdraw and alpha blending.
You can check overdraw using the RenderDoc graphics debugger.
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