I am trying to research as much as possible on how to optimise my mobile game and I really want to know what the best settings in the “quality” area are for mobile. Some are obvious but I am worried I have left ticked or unticked things that would give my game a decent or even slight performance boost.
Below is what I have for the medium settings.
I have no need for LOD as my game is 2.5D and slightly top down so there is never and distant object you are kind of just staring at the ground. It’s also a car game so Ski Weights seem redundant to me so that is at minimum.
Anyway. The “Other” settings are the ones that confuse me. Any info on these would be really helpful.
I’m dying to know what the best VSync option is and how it differs.
Thanks
Don’t use shadows. Pixel light count lower than that. Skin weights is fine at 2. Don’t mess with texture resolution, the way the quality settings do it is kinda stupid.
Don’t really rely on the Quality Settings.
Thanks for the advice. I take it texture streaming and async upload buffer are fine being turned off?
I have one directional light in my scene and setting pixel light count to 0 seems to not change anything? Mind explaining why this is and how pixel light count works?
They are the ones that confuse me the most.
Thanks again
Pixel lights are computed per pixel for an object leading for more precise visual quality at cost of performance. In Forward rendering Path , only limited number of lights can be rendered on per pixel basis , per object. Beyond that lights are calculate per vertex leading to lower quality , but are faster to compute. Lower the number of pixel lights you have affecting an object at a time, lower will be the rendering cost of computing lights , in forward rendering path. More details can be found here Unity - Manual: Forward rendering path