There are a number of options that can increase the image quality of your game with only a small trade-
off in performance. For example, if the frame rate of your game is low, the GPU might be processing too
much information when performing a complex graphical effect. You can perform less complex versions
of graphical effects, such as shadows and lighting, for a relatively small impact on the graphical quality.
Simpler effects can reduce the load on the GPU significantly, providing a higher frame rate.
The default settings for lighting can sometimes be too complex for a mobile device, so some games
written for mobile platforms avoid complex techniques or use game-specific techniques. This might
involve techniques such as pre-baking lighting into light maps or projecting textures instead of casting
shadows.
In Project Settings > Quality there are a number of options that can have a large impact on the
performance of your game:
Pixel Light Count
Pixel Light Count is the number of lights that can affect a given pixel. A high pixel light count
requires a large number of calculations. Most games can use very few dynamic and real-time
lights with minimal impact on image quality. Consider using techniques such as light maps and
projected textures in your game, if lighting is causing performance problems.
Texture Quality
Texture Quality can load the GPU but it typically does not cause performance problems.
Reducing texture quality can negatively impact the visual quality of your games, so only reduce
the quality if you must. In the Ice Cave demo, Texture Quality is set to full resolution.
If textures are causing performance problems, try using mipmapping. Mipmapping reduces
compute and bandwidth requirements without impacting image quality.
AntiAliasing
AntiAliasing is an edge-smoothing technique that blends the pixels around triangle edges. This
provides a noticeable improvement to the visual quality of your game. There are several
methods of anti-aliasing, but in this case the toggle is for Multi-Sampled Anti-Aliasing (MSAA).
4x MSAA is very low cost operation on Mali GPUs, so always use it if possible.
Soft Particles
Soft Particles requires rendering to a depth texture or rendering in deferred mode. This
increases the load on the GPU, but can be worth it in terms of achieving realistic visuals on your
particles. On mobile platforms, rendering to and reading from a depth texture uses up valuable
bandwidth, and rendering using a deferred path means you have no access to MSAA. Consider
whether soft particles are important enough to your game to use them.
Anisotropic Textures
Anisotropic Textures is a technique that removes distortion from textures drawn at high
gradients. This improves the image quality but it is an expensive technique. Avoid using this
technique unless the distortion is especially noticeable.
Shadows
Shadows can be computationally intensive if they are high quality. If shadows cause
performance problems, try simple shadows or switch them off. If shadows are important in your
game, consider using simple dynamic shadowing techniques such as projected textures.
Realtime Reflection Probes
The Realtime Reflection Probes option can have a significant negative impact on the runtime
performance.
When a reflection probe is rendered, every face of the cubemap is rendered separately by a
camera at the origin of the probe. If inter-reflections are considered, this process takes place for
every reflection bounce level. In the case of glossy reflections, the cubemap mipmaps are also
used to apply a blurring process.
The following factors influence the rendering of the cubemap:
Cubemap Resolution
Higher resolution cubemaps increase rendering time. Use the lowest resolution
cubemap possible for the quality you require.
2 Optimizing applications
2.2 Unity quality settings
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