GPU Instancer:BestPractices

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About | Features | Getting Started | Terminology | Best Practices | F.A.Q.


GPU Instancer provides an out of the box solution for improving performance and it comes with a very easy to use interface to get started. Although GPUI internally makes use of quite complicated optimization techniques, it is designed to make it very easy to use these techniques in your project without going through their extensive learning curves (or development times). However, by following certain rules of thumb, you can use these techniques as intended and get the most out of GPUI.


In this page, you will find best practices for using GPUI that will help you get better performance.



Instance Counts

GPU Instancing will help you the most when there are many instances of the same prototype. The rule of thumb here is that the more instance, counts the better.


When using the Prefab Manager in your scene, the best practice is to add the distinctively repeating prefabs in the scene to the manager as prototypes.


Scene Prefab Importer
GPUI-v097-ScenePrefabImporter.jpg

GPUI comes with a Scene Prefab Importer tool that can help you with easily managing this.

You can access this from:

GPU Instancer --> Tools --> Show Scene Prefab Importer


The Scene Prefab Importer tool will show you all the GameObjects in the open scene that are instances of a Prefab - and their instance counts in the scene.


You can use the Select Min. Instance Count slider and button to select prefabs with a given minimum amount.


You can then Import Selected Prefabs and GPUI will create a Prefab Manager in your scene with selected prefabs as prototypes.

Registered Prefabs in the Prefab Manager
GPUI-v097-RegisteredPrefabs.jpg

When your Prefabs are defined in the Prefab Manager, the manager will show you the instance counts that are registered on it. If you add any new prefab instances in your scene (or remove any), the instance counts must be registered again in the manager.

You can simply click the Register Prefabs in Scene button to update the instance counts in the manager.

Using Occlusion Culling

Don't use if not necessary

Using GPUI for Unity Terrain Details

The Detail Manager settings