How To Render 13,086,178 Objects At 120 FPS
Video Statistics and Information
Channel: Tarodev
Views: 39,161
Rating: undefined out of 5
Keywords: RenderMeshInstanced, DrawMeshInstanced, DrawMeshInstancedIndirect, RenderMeshIndirect, unity dots, ecs, burst, job system, gpu instancing, compute shader, unity shader, data-oriented design, benchmarking, millions of objects, framerate, performance
Id: 6mNj3M1il_c
Channel Id: undefined
Length: 14min 56sec (896 seconds)
Published: Sun Mar 26 2023
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Good stuff I'm (mostly) familiar with, really cool you brought up Time.time caching as well. Really irks me the engine doesn't actually cache that value considering it's used quite often.
Perfect video that shows how performance is dictated by the developer and not the game engine used. Often hear about how horrible Unity performances compared to Unreal Engine. At the end of the day the performances really based on the developers experience with the engine
Thanks mate. As a noob dev I've learned a lot from your videos.
Very cool, I was wondering how to do this a while ago and couldn't find a good explanation before. Thanks for sharing man, much appreciated!
Did you mention your test machine specs anywhere.
That's so COOL
I also always cache the Camera.main, however in the example code surely the compiler is just optimizing the cache loop out completely? My guess would be the extern call version (even if cached somewhat by Unity) causes the compiler to not be able to optimize out the loop. It would be interesting to create a build and decompile to IL and see what has happened to the code.
I do love your videos and explanation style though, great work.
wow your whole channel is amazing. learned lots today from your 10 things you should be doing in Unity. subbed for life ππ
Nitpick: on the indirect draw example, I believe you meant to say resubmitting βdrawsβ every frame, not βmeshes.β Graphics APIs do be confusing.
In any case, fantastic demonstration!