Are there processing effects that can be used to make a Unity web game run faster?

I’m going to be creating a game by Unity web player. I’m concerned about my piece having a slow frame rate, and I was wondering if there were any processing effects that can be used to make it run faster?

I got the idea when I was looking at a webGL piece online recently, and it seems to have a sort of strange dithered / pixelated filter that you can adjust to make it run faster or slower. When you click on the link below, there is a little box in the upper left corner numbered “2” with a drop down arrow. You can click the drop down arrow to adjust the filter.

http://glsl.heroku.com/e#6503.0

I don’t see how that’s supposed to work.

A post-processing shader runs after the rest of the scene is rendered. So your total render time ends up being the time it took to originally render the scene plus the time it takes to do the post effects.

I suppose you could make some clever post-processing filter that gives you a certain look instead of achieving it in the main render, but generally speaking a post-processing shader will only add time to a render, not subtract it.

I totally understand what your saying. Did you check the link I posted? I don’t understand how the effect they are using works, but it seems to increase the frame rate.

Sorry, can’t check the link at work. But as you mention it uses “a sort of strange dithered / pixelated filter”, I’m thinking maybe it’s actually rendering the scene at a lower resolution depending on the settings… that would certainly speed up your renders, but would obviously degrade quality.

Might work depending on the look you’re going for.

If you have Unity Pro, you can use rendertextures to render the scene at a low resolution and scale it up. However that will only result in a framerate increase if you’re actually bound by the GPU; otherwise it won’t help. I think you’d generally be better off using other techniques rather than just making everything look blockier, such as vertex lighting instead of pixel lighting, etc.

–Eric

Awesome! Thanks for the info.

Did you have a chance to look at the webGL example? I realize it’s webGL, and maybe not applicable to Unity, but I’m not sure what it’s doing. Is that just a post processing after all?

Are these the render textures you mentioned?

I don’t really know, since that particular one seems to run about the same speed regardless of what the drop-down is set to, but I tried a different one and it clearly runs faster when the resolution is lowered.

Yes.

–Eric