Why Atlas Textures increase the 2D game performance? - optimization

Atlas Textures waste many pixels because images in an atlas have different sizes.
For example two images: 1024x10 pixels and 400x400 pixels in a same atlas waste too many pixels.
Is it better that I define 2 different Textures instead of one Atlas Texture?

In Unity, a large number of materials and objects in your scene means potentially bad performance/framerate. The more materials you have, the more draw calls you have. Here's a great explanation:
http://answers.unity3d.com/questions/14578/whats-the-best-way-to-reduce-draw-calls.html
Also see:
http://docs.unity3d.com/Manual/DrawCallBatching.html
You want to use as few materials as possible in your scene. This will enable Unity to use only 1 draw call for each of your gameobjects that share the same material. So in order to make different objects share the same material, you will have to combine the textures into an atlas, so that they can share the same texture. You just have to arrange the textures in your atlas to save as much space as possible.
Of course if you only have a few models, it's pointless to make an atlas since it won't be making a significant impact on your performance anyway.

Related

In Unity Combine Meshes Vs Instance Objects the Difference

I am in a serious need of optimization of my some Unity projects and i have so many objects which are from 3DsMax, so i am wondering if Combining the meshes would have any effect on the memory/performance or i should leave the objects Instance to each other as it would save me some space.
This arise the question that what is the difference between Combined mesh objects or Instance Objects as it will save a lot of memory and hassle if one realy knows the difference and what is better
Looking forward for some Brief information about the two
Thanks
Combining is useful if you have a lot of unique assets that only appear once or twice in a scene, e.g unique buildings in a 3D FPS, but not cloned houses in a SimCity style game. If you have a model that appears many times in a scene it's more performant to have Unity (automatically) batch them, this is Unity's default behaviour. e.g lets say your scene is in an art gallery; if the gallery contains a dozen distinct sculptures then combine them. If it contains a dozen of the same sculpture don't bother, Unity will batch them for you.
However, you should be wary of using different materials, each material adds to the draw count. So, if you had 10 of the same model but using 5 different materials it's going to be expensive. The way round this is to use a texture atlas with a single material, with different UV mapping for each models. This means you have a lot of different models, but save on render time due to the single material.
Also, be aware that transparent shaders much more expensive than opaque, if you have three semi transparent objects in front of each other that's at least 4 render passes.
As you probably know this is a complex subject with a lot of variables (many more than I can describe here) and is best judged by using the profiler.
Here are some general rules of thumb I've learned while creating a game for mobile which naturally is performance critical:
Use as few a materials as possible
Use as fewer textures as possible, share textures between materials
Recycle models as often as possible. Often a model oriented at a different angle or in a different material can look like a whole new model to the player, particularly if their attention is elsewhere in the game
Use LODS extensively
Ensure your models are clean, remove all unnecessary vertices before importing
After importing think if there's anything about the model that could be represented with less vertices
Good use of normal mapping can pay off, depending on the platform. If you can trade in 1000 verts for a 256 px normal map and 50 verts then do it, otherwise dont bother normal mapping just to save a few verts
I created a tutorial that explains draw calls, static batching, lightmapping etc.
https://www.youtube.com/watch?v=x0t2xylbTo8&t=253s

Miniature Scale in Blender

Has anyone ever tried making models in Blender on a miniature scale? Think original Star Wars effects, like the AT-ATs. Would this make any significant difference in the final render? I imagine that things like trees scaled to three feet might render a little faster than ones true to size.
Just model the objects normally in blender. You alter the distance of the object from the camera or the objects scale to alter the visual size of the object at render time.
By reducing the scale when modelling you only move all the vertices closer together, making modelling harder than it needs to be.
The distance between each vertex will not make any difference to render times, with cycles the number of vertices makes little difference to render times, the size of the texture images makes a bigger performance difference and large images can prevent gpu usage for rendering. Final render times are effected by the resolution of the image and the complexity of textures, glossy reflections and caustics take much longer to render than diffuse textures.

One or multiple SpriteKit texture atlases?

So, say I want to create SKNodes with textures from a texture atlas. Every node will be built from multiple parts layered on top of each other, some of which will never change, some will. There will be many nodes, some of which will be created from the same set of parts, and others will be made from different sets of parts.
Instead of keeping all the images in the project separately, I want to create a texture atlas, but I've never used one before. What is the best setup for this? Here are the things I could come up with:
1. Throw all of it in one texture atlas
2. All changing parts in one atlas, static parts not in an atlas
3. All parts for one "type" of node in one atlas
Put all sprites used in the same scene(s) in the same atlas. If you don't expect high texture memory usage (ie all textures combined fit into 3-4 atlases sized 4096x4096) you need not consider splitting atlases, so a single atlas is perfectly fine.
Static/dynamic and grouping by "type" (however defined) should not be a consideration at all.

Non power of two textures and memory consumption optimization

I read somewhere that XNA framework upscales a texture to nearest power of two size and then sends that to VRAM, which, provided it's how it really works, might be not efficient when loading many small (in my case 150×150) textures, which essentially waste memory with unused texture data resulting from upscaling.
So is there some automatic optimization, or should I make my own implementation of it, like loading all textures, figuring out where the "upscaled" space is big enough to hold some other texture and place it there, remembering sprite positions, thus using one texture instead of two (or more)?
It isn't always handy to do this manually for each texture (placing many small sprites in a single texture), because it's hard to work with later (essentially it becomes less human-oriented), and not always a sprite will be needed in some level of a game, so it would be better if sprites were in a different composition, so it should be done automatically.
There are tools available to create what are known as "sprite sheets" or "texture atlases". This XNA sample does this for you as part of a content pipeline extension.
Note that the padding of textures only happens on devices that do not support non-power-of-two textures. Windows Phone, for example. Modern GPUs won't waste the RAM. However this is still a useful optimisation to allow you to merge batches of sprites (see this answer for details).

Planning a 2D tile engine - Performance concerns

As the title says, I'm fleshing out a design for a 2D platformer engine. It's still in the design stage, but I'm worried that I'll be running into issues with the renderer, and I want to avoid them if they will be a concern.
I'm using SDL for my base library, and the game will be set up to use a single large array of Uint16 to hold the tiles. These index into a second array of "tile definitions" that are used by all parts of the engine, from collision handling to the graphics routine, which is my biggest concern.
The graphics engine is designed to run at a 640x480 resolution, with 32x32 tiles. There are 21x16 tiles drawn per layer per frame (to handle the extra tile that shows up when scrolling), and there are up to four layers that can be drawn. Layers are simply separate tile arrays, but the tile definition array is common to all four layers.
What I'm worried about is that I want to be able to take advantage of transparencies and animated tiles with this engine, and as I'm not too familiar with designs I'm worried that my current solution is going to be too inefficient to work well.
My target FPS is a flat 60 frames per second, and with all four layers being drawn, I'm looking at 21x16x4x60 = 80,640 separate 32x32px tiles needing to be drawn every second, plus however many odd-sized blits are needed for sprites, and this seems just a little excessive. So, is there a better way to approach rendering the tilemap setup I have? I'm looking towards possibilities of using hardware acceleration to draw the tilemaps, if it will help to improve performance much. I also want to hopefully be able to run this game well on slightly older computers as well.
If I'm looking for too much, then I don't think that reducing the engine's capabilities is out of the question.
I think the thing that will be an issue is the sheer amount of draw calls, rather than the total "fill rate" of all the pixels you are drawing. Remember - that is over 80000 calls per second that you must make. I think your biggest improvement will be to batch these together somehow.
One strategy to reduce the fill-rate of the tiles and layers would be to composite static areas together. For example, if you know an area doesn't need updating, it can be cached. A lot depends of if the layers are scrolled independently (parallax style).
Also, Have a look on Google for "dirty rectangles" and see if any schemes may fit your needs.
Personally, I would just try it and see. This probably won't affect your overall game design, and if you have good separation between logic and presentation, you can optimise the tile drawing til the cows come home.
Make sure to use alpha transparency only on tiles that actually use alpha, and skip drawing blank tiles. Make sure the tile surface color depth matches the screen color depth when possible (not really an option for tiles with an alpha channel), and store tiles in video memory, so sdl will use hardware acceleration when it can. Color key transparency will be faster than having a full alpha channel, for simple tiles where partial transparency or blending antialiased edges with the background aren't necessary.
On a 500mhz system you'll get about 6.8 cpu cycles per pixel per layer, or 27 per screen pixel, which (I believe) isn't going to be enough if you have full alpha channels on every tile of every layer, but should be fine if you take shortcuts like those mentioned where possible.
I agree with Kombuwa. If this is just a simple tile-based 2D game, you really ought to lower the standards a bit as this is not Crysis. 30FPS is very smooth (research Command & Conquer 3 which is limited to 30FPS). Even still, I had written a remote desktop viewer that ran at 14FPS (1900 x 1200) using GDI+ and it was still pretty smooth. I think that for your 2D game you'll probably be okay, especially using SDL.
Can you just buffer each complete layer into its view plus an additional tile size for all four ends(if you have vertical scrolling), use the buffer again to create a new buffer minus the first column and drawing on a new end column?
This would reduce a lot of needless redrawing.
Additionally, if you want a 60fps, you can look up ways to create frame skip methods for slower systems, skipping every other or every third draw phase.
I think you will be pleasantly surprised by how many of these tiles you can draw a second. Modern graphics hardware can fill a 1600x1200 framebuffer numerous times per frame at 60 fps, so your 640x480 framebuffer will be no problem. Try it and see what you get.
You should definitely take advantage of hardware acceleration. This will give you 1000x performance for very little effort on your part.
If you do find you need to optimise, then the simplest way is to only redraw the areas of the screen that have changed since the last frame. Sounds like you would need to know about any animating tiles, and any tiles that have changed state each frame. Depending on the game, this can be anywhere from no benefit at all, to a massive saving - it really depends on how much of the screen changes each frame.
You might consider merging neighbouring tiles with the same texture into a larger polygon with texture tiling (sort of a build process).
What about decreasing the frame rate to 30fps. I think it will be good enough for a 2D game.