Texture Atlases and Draw Calls: Game Optimization Basics
Every separate object and material can add work for the CPU and GPU. Understanding draw calls, and how atlases, batching and instancing reduce them, helps keep frame…
2 articles
Every separate object and material can add work for the CPU and GPU. Understanding draw calls, and how atlases, batching and instancing reduce them, helps keep frame…
Level of detail systems swap distant objects for simpler versions the player will not notice. Done well, LODs dramatically reduce rendering cost. Here is how they work…