Questions tagged [batching]
The batching tag has no usage guidance.
30 questions
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Multiple Shaders With Sprite Batching
I have coded a game in OpenGL and for rendering I used a Sprite Batching technique to draw many sprites in a single call to glDrawElements(). But as soon as I ...
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1
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235
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2D Batching and correct draw order
I'm encountering a design challenge while developing my 2D C++ OpenGL engine. I'm using a batching technique for rendering my drawable objects, and I want to ensure they are drawn in the same order ...
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361
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Batch rendering model matrix to shader
I'm working on a batch renderer. I'm limited to using one shader per batch (one draw call for everything).
I want to use a TBN matrix for my lighting. To calculate the TBN matrix for each object I ...
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1
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376
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Efficiently pass one uniform value per polygon or quad to the fragment shader in a single batched draw call in WebGL?
I want to render multiple colored quads, with one solid color per quad, using WebGL 2.0 and Javascript. However, this question is probably generalisable to other OpenGL implementations as well.
The ...
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TextMeshPro batching unity
I have several GameObject with textMeshPro component attached to them, each one of them draw themselves individually resulting in a lot of draw call is there any way to batch them?
Each one of them ...
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How to optimize Floor Meshes with different material in unity
I have several meshes (floor tiles) that consist of unique materials as they have different textures. I see that it is taking too many batches and it has around 100m vertexes.
Is there any way to ...
2
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1
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2k
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Is it possible to get object rotation in a shader for dynamically batched objects?
All the batched objects have the same rotation. To simulate the effect of directional light I need to determine the object sides actual (world) directions. Normally I would use ...
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947
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For dynamically batched objects the `unity_ObjectToWorld` shader variable is always set to default?
I'm using the standard render pipeline and the unity_ObjectToWorld variable for some calculations in my shader. After I enabled dynamic batching these calculations ...
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How do I edit this texconv "IMGtoBC3.bat" file so it "READS FROM & PRESERVES the directory structure when writing the "resulting" dds files
Like the title says:
How do I edit this texconv "IMGtoBC3.bat" file so it "READS FROM & PRESERVES the directory structure when writing the "resulting" dds files?
THIS IS ...
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1
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120
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Directx11 batching verticies to draw later
I have several draw functions in my renderer to draw primitives e.g.:
Drawing a Quad:
...
0
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254
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Low Res Atlas Texture vs. Many different materials without textures
So I have recently started to look into optimizing a medium complex 3D scene, more specifically i am looking to improve the performance i get from a fairly realistic bus. I am currently using the ...
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1
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4k
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Enabling / disabling Static objects in Unity
The Unity docs clearly explain that game objects marked static should not be moved for performance reasons but I can't find any info regarding enabling / disabling.
Almost everything in my games ...
2
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1
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2k
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Huge level size after build APK in Unity
I made maps used bunch of small objects which are mostly scenary, like part of road, buildings, obstacles. They are all lightmap static, batching static, occludee static.
However after build APK, "...
1
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1
answer
534
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Reducing texture bindings in LibGDX when drawing text
I'm making custom menus and buttons (I don't want to use scene2D) and I have everything in atlases, but when I draw a button, if it has text, the texture binding is always x2 because of the switching ...
1
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0
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280
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2d ParticleSystem batching problem
I have multiple ParticleSystems with TextureSheetAnimation pointing to the same texture, using different offsets/rows to choose ...
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1k
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ParticleSystem, performance behind the technique on batching with different materials
I found that guide:
https://thinhhb.wordpress.com/2016/03/27/unity3d-optimization-make-atlas-textures-for-particlesystem-reduce-drawcall-why-not/ which is quite clever.
As far as I know, we can't ...
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1k
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SpriteRenderer batching issue, with Z-Position and Order in Layer
I have two sprites (they look the same but with different colors):
I want them to be positioned like on the image above, so there's a feel like blue is standing on the green one.
There are two ways ...
0
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2
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2k
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OpenGL - Changing blending modes using sprite batching
I'm working on a game which uses sprite batching to render sprites efficiently where each sprite gets batched with its VBO data into a VAO every frame (containing vertex coordinates, texture data and ...
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1
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228
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Batching in Java (software rendering)
I've watched some tutorials on java game development and when they start using spritesheets all they do is get a subimage out of the spritesheet and create a new BufferedImage out of that. Does java ...
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0
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261
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WebGL Primitive Batching unexpected performance
I'm kinda new to WebGL in general, I've started to make some batching experiences on primitives (just drying a bunch of rectangles by using a combination of two triangles repeatedly).
I've started by ...
1
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2
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467
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Reducing draw calls in a y-sorted orthogonal world
This is a hypothetical question, as I haven't yet come across the problem of making too many draw calls, but for my game I am aware that this could become a potential problem.
The style of my game is ...
2
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1
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3k
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Unity too many batches
There are 64k cubes, 64k-1 's materials are assigned to sharedMaterial of first cube. But unity is not batching them together. Only cubes themselves are batched.
Static color(but different per cube)
...
7
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1
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1k
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How can I reduce the draw calls in a split screen game?
I am working on a split screen game with one camera per player. It appears that the number of draw calls is multiplied by the number of cameras I have, which makes perfect sense. More cameras means ...
7
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1
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687
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Optimal batching for 2D objects with transparency
I have a collection of 2d objects with transparency. Each object has a depth value to determine draw order and a material. I'm trying to batch them in an optimal way to minimize draw calls. Assume ...
2
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3k
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combining multiple materials into one material (Unity)
I am confused with how should I texture my character.
I am using blender for modelling. And while my model is too complex I dont want to use uv map techniuqe. I can get what I need with using ...
2
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322
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How does Unity Static batch handle submeshes
I have the following 2 meshes:
Mesh 1
Submesh 1 - Mat 1
Submesh 2 - Mat 2
Mesh 2
Submesh 3 - Mat 1 (same as mat1 from submesh 1)
Since submesh 1 ...
4
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1
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2k
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submeshes and dynamic batching doesnt work as expected
I'm duplicating one object with submeshes frequently, and assigning a random material from five materials to each submesh. There is batching happening, but it's not quite as efficient as I would have ...
0
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1
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261
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In Unity3D, what ways can I improve the batching with a single texture atlas and four-point material?
I'm building a randomized city terrain with a set of planes, custom 4 vertice square made in Blender. I've got a texture atlas working so that it draws on a single material and texture, but it's still ...
2
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1
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406
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How do OpenGL ES 2 engines typically handle automatic geometry sorting and batching?
I'm trying to write a basic OpenGL ES 2 engine that can automatically sort and batch a fairly flexible set of input draw descriptions.
When I say 'draw description' I mean the actual uniforms, state,...
2
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1
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2k
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How to improve Batch Rendering to work with 3D skeletal animation data
I've implemented a batch rendering technique that is described in detail here: http://www.gamedev.net/page/resources/_/technical/opengl/opengl-batch-rendering-r3900
I'd like to extend it now to ...