CN109671158A - A kind of optimization method of game picture - Google Patents
A kind of optimization method of game picture Download PDFInfo
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- CN109671158A CN109671158A CN201811294442.6A CN201811294442A CN109671158A CN 109671158 A CN109671158 A CN 109671158A CN 201811294442 A CN201811294442 A CN 201811294442A CN 109671158 A CN109671158 A CN 109671158A
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/011—Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T1/00—General purpose image data processing
- G06T1/20—Processor architectures; Processor configuration, e.g. pipelining
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T1/00—General purpose image data processing
- G06T1/60—Memory management
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T13/00—Animation
- G06T13/20—3D [Three Dimensional] animation
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/005—General purpose rendering architectures
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/04—Texture mapping
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/50—Lighting effects
- G06T15/506—Illumination models
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T19/00—Manipulating 3D models or images for computer graphics
- G06T19/006—Mixed reality
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T19/00—Manipulating 3D models or images for computer graphics
- G06T19/20—Editing of 3D images, e.g. changing shapes or colours, aligning objects or positioning parts
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F2203/00—Indexing scheme relating to G06F3/00 - G06F3/048
- G06F2203/01—Indexing scheme relating to G06F3/01
- G06F2203/012—Walk-in-place systems for allowing a user to walk in a virtual environment while constraining him to a given position in the physical environment
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T2210/00—Indexing scheme for image generation or computer graphics
- G06T2210/22—Cropping
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- Multimedia (AREA)
- General Engineering & Computer Science (AREA)
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Abstract
A kind of optimization method of game picture, which comprises the following steps: record and collect the internal storage data of existing object, analyze internal storage data, reduce the unnecessary memory consumption of the existing object;Unnecessary post-processing effect is closed, the existing object post-processing rendering quality is reduced;Adjust the existing object rendering configurations.The optimization method of game picture of the invention, it can solve the problems that PS4 platform is transplanted in PC game, so that the static object in game picture scene is abundant, graph image performance is clear, game shows smoothness in actual motion, without obvious Caton, optimizes scene rendering, so that rendering frame per second is reached 60, provides good virtual reality experience to player.
Description
Technical field
The present invention relates to game rendering engine technical fields, more particularly to a kind of optimization method of game picture.
Background technique
Reality-virtualizing game (Virtual reality game), abbreviation VR game.As long as opening computer, take virtual existing
The real helmet, so that it may you be allowed to enter in the virtual field scene that can be interacted.Its principle is exactly that computer simulation is utilized to generate
The virtual world of one three-dimensional space provides simulation of the user about sense organs such as vision, the sense of hearing, tactiles, user is allowed to experience
To the experience being personally on the scene, while can freely be interacted with the things in the space.
The rendering of VR game in realization because will left and right viewport to virtual implementing helmet carry out while rendering, it is right
The consumption of CPU and GPU can consume than same game and double left and right.Current many VR game all operate in middle and high end
On PC computer, basic configuration is all more than Intel i5-4590 peer-level, memory 8GB RAM, graphics acceleration card NVIDIA
It is more than 290 peer-level of GTX 970 or AMD, video memory 4GB.PlayStation 4 standard edition host hardware configuration relative to
These PC hardware, especially there are bigger differences in the performance of GPU, also close to the difference for having twice in memory size.
So operate in the VR game on PC computer, because of memory size, the reason of GPU/CPU performance is to be unable to run
On the host of PlayStation 4.If having high latency in addition, PlayStation VR game frame per second does not reach requirement
And Caton phenomenon, there are the malaise symptoms such as dizziness, vomiting so as to cause player.So SONY platform is to Play Station VR
Game requires 60 frame of rendering reached.It is very important for the optimization method of PlayStation VR game.
Summary of the invention
In order to solve the shortcomings of the prior art, the purpose of the present invention is to provide a kind of optimization sides of game picture
Method may be implemented the clarity for improving rendered picture, provide good game experiencing.
To achieve the above object, the optimization method of game picture provided by the invention, comprising the following steps:
1) internal storage data of existing object is recorded and collected, internal storage data is analyzed, it is unnecessary to reduce the existing object
Memory consumption;
2) unnecessary post-processing effect is closed, the existing object post-processing rendering quality is reduced;
3) the existing object rendering configurations are adjusted.
Further, the step 1) further comprises:
It collects internal storage data and is output in disk file;
It analyzes the disk file and finds out the texture mapping and animation model for needing size reduction;
Discharge the memory source unrelated with the existing object.
Further, the step 1) further comprises: subtracting face tool using model, reduces the number of vertex of animation model.
Further, the step 1) further comprises: reading the image data of texture mapping secondary layer.
Further, the step 1) further comprises: carrying out reference analysis, and conservation object adduction relationship to object.
Further, the step 2) further comprises:
Close the rendering configurations unrelated with the existing object;It closes going game picture and is not required to correlation engine to be used
Rendering configurations.
Further, the step 3) further comprises:
Merge the existing object static state object batch;
Use static light-maps;
Clipping distance coefficient is set.
Further, the step of merging existing object static state object batch, comprising: use layering detailed level
The static object of rendering material identical in going game pictured scene is combined into a single static object by other system.
To achieve the above object, the present invention also provides a kind of computer readable storage mediums, are stored thereon with computer and refer to
It enables, which is characterized in that the computer instruction executes the optimization method step of above-mentioned game picture when running.
To achieve the above object, the present invention also provides a kind of gaming terminal devices, which is characterized in that including memory and place
Device is managed, the computer instruction run on the processor is stored on the memory, the processor runs the calculating
Machine executes the optimization method step of above-mentioned game picture when instructing.
A kind of optimization method of game picture of the invention, has the advantages that
1) textures in the method for the present invention and vertex optimization method, can be greatly reduced the usage quantity of GPU memory.
2) the specific full frame post-processing approach of closing in the method for the present invention, can be improved the clarity of rendered picture, reduce
Vertigo symptoms in VR game.
3) in the method for the present invention, scene of game is rendered using static light.By adjusting illumination render parameter, can obtain
Good scene rendering effect, and the expense of GPU can control in lower consumption.
4) in the case where game play and scene of game are less complicated, can through the invention in method Rapid transplant
UE4 game improves working efficiency to PS4 host platform.
Other features and advantages of the present invention will be illustrated in the following description, also, partly becomes from specification
It obtains it is clear that understand through the implementation of the invention.
Detailed description of the invention
Attached drawing is used to provide further understanding of the present invention, and constitutes part of specification, and with it is of the invention
Embodiment together, is used to explain the present invention, and is not construed as limiting the invention.In the accompanying drawings:
Fig. 1 is the optimization method flow chart of game picture according to the present invention;
Fig. 2 is the visable representation schematic diagram of 8x8 texture mapping Mipmap;
Fig. 3 three-dimensional renders schematic diagram of mechanism;
Fig. 4 is one schematic diagram of optimization method embodiment of game picture according to the present invention.
Specific embodiment
Hereinafter, preferred embodiments of the present invention will be described with reference to the accompanying drawings, it should be understood that preferred reality described herein
Apply example only for the purpose of illustrating and explaining the present invention and is not intended to limit the present invention.
Hereinafter, preferred embodiments of the present invention will be described with reference to the accompanying drawings, it should be understood that preferred reality described herein
Apply example only for the purpose of illustrating and explaining the present invention and is not intended to limit the present invention.
Explanation of nouns
1, three-dimensional rendering (Stereo Rendering): as shown in figure 3, three-dimensional rendering is different from common plane screen
Curtain rendering, it is a kind of three-dimensional rendering mechanism based on right and left eyes.The mankind observe the image of right and left eyes rendering simultaneously, pass through sense organ
There is relief image with perception synthesis, obtain experience on the spot in person.
2, memory consumption record UE4 memory consumption analysis tool: is saved to common operation object in a program.In this way
The convenient memory consumption situation for checking process at runtime.In UE4, many objects all realize memory consumption writing function.
These objects include game logic object (UObject), rendering objects (RHI), texture object (Textures), static models
(StaticMesh), animation model (SkeletalMesh), particle model (ParticleMesh).It is also recorded in every kind of object
The title of resource and relevant characteristic after instantiation, such as the size dimension of texture, the name of texture, the name etc. of model
Deng.For rendering objects (RHI), UE4 has made specific classification, is divided into post-processing object 3D, post-processing object Cube, shader data
Block, texture mapping 3D, texture mapping 2D, texture mapping Cube, post-processing object 2D, vertex data block, index data block.
3, texture mapping mipmap: as shown in Fig. 2, Mipmap be the mapping technology that is most widely used at present it
One, by low first order image it is every while resolution ratio be taken as high first order image it is per while resolution ratio half, and same level-one
The texture group of resolution ratio is then made of the texture array of three components of red, green, blue.Since this look-up table contains same line
Manage texture color value of the region under different resolution, therefore referred to as Mipmap.
4, it object reference: in Object-oriented Programming Design, uses the same parent and carries out class System Design, all groups
It is born from its subclass, an object references array can be saved, to record the reference of all related subclasses.This array can be moved
State increases and decreases project, so can theoretically save any number of adduction relationship.Such as the object in game level, it is exactly outpost
Refer to object.There is adduction relationship, so that it may know the feelings that the resource (being primarily referred to as textures, model) of game is specifically used
Condition.From the angle of quoting resource, the service condition of resource is analyzed, unnecessary resource can be checked out and used.UE4 will be above-mentioned
Object reference relationship is saved on disk, that is, persistence.Some object static state can be thus checked at any time
Adduction relationship.
5, view frustums trimming algorithm (view frustum culling): in 3D computer graphics, view frustums
(frustum), refer to a visible cone range for video camera in scene.It has upper and lower, left and right, close, remote, totally 6 faces
Composition.It is in the intracorporal scenery of the cone as it can be seen that otherwise then invisible.To improve performance, only to pair for wherein having intersection with view frustums
As being drawn.The algorithm for rejecting the outer object of view frustums, just claims view frustums trimming algorithm.
6, full frame post-processing: full frame post-processing renders commonly used in video-game 3D.Scene is rendered into buffer area first, and
It is not that 3D object is directly rendered into display.Then using pixel coloring device and vertex shader come by the number of image buffer
According to the processing for carrying out specific image algorithm.Usually used post-processing effect, including the correction of color gamma value, high dynamic range
HDR effect, aura (Bloom) effect etc..
Fig. 1 is the optimization method flow chart of game picture according to the present invention, below with reference to Fig. 1, to trip of the invention
The optimization method of play picture is described in detail.
Firstly, reducing the memory source that existing object occupies in step 101.Wherein, it records and collects the interior of common object
Deposit data analyzes internal storage data, reduces the unnecessary memory consumption of existing object.In this way, it is possible to reduce the memory of existing object
The demand to memory is greatly reduced in expense, allows the operation of game more smooth.
Preferably, the method for reducing the memory source that existing object occupies includes: to collect internal storage data and be output to disk
On file;It analyzes the disk file and finds out the texture mapping and animation model for needing size reduction;Release with it is described currently it is right
As unrelated memory source.Wherein, using memory consumption analysis tool, internal storage data is collected, saves the interior of service work object
Consumption record is deposited, and is output in disk file.Memory consumption situation is analyzed according to disk file, finds out the big line of memory overhead
Textures and skeleton cartoon model are managed, the precision of texture mapping and the triangular facet number of animation model are reduced.To the code of establishing resource
Investigation analysis, rejecting and the incoherent resource of existing object are carried out, the resource is not created to save memory, is exited in existing object
When, the resource that existing object occupies is discharged in time.It can check that the memory in existing object operation process disappears at runtime in this way
Consumption situation reduces unnecessary memory consumption under the premise of guaranteeing art effect, reduces the demand to memory, improves
The service efficiency of memory.Wherein, memory consumption tool can be UE4, and in UE4, many objects all realize memory consumption
Writing function.These objects include game logic object (UObject), rendering objects (RHI), texture object (Textures),
Static models (StaticMesh), animation model (SkeletalMesh), particle model (ParticleMesh).Every kind of object is also
Have recorded the title and relevant characteristic of resource after it is instantiated, such as the size dimension of texture, the name of texture, model
Name etc..For rendering objects (RHI), UE4 has made specific classification, is divided into post-processing object 3D, post-processing object Cube,
Color device data block, texture mapping 3D, texture mapping 2D, texture mapping Cube, post-processing object 2D, vertex data block, index data
Block.
Preferably, the number of vertex of the animation model is reduced.Wherein, subtract face tool using model, reduce skeleton cartoon mould
The number of vertex of type, in this way, saving vertex memory by reducing vertex number.For example, in UE4 skeleton cartoon model each vertex
The memory of 228 bytes will be occupied, a large amount of vertex memory can be saved by reducing vertex number.Animation model base in game
Each vertex in sheet will occupy the memory of 228 bytes, and the vertex number of many models has reached ten hundreds of ranks, this will
Many GPU vertex memories can be occupied, using the tool for subtracting triangular facet, to reduce model vertices number, each model vertices number
5000 can be reduced to hereinafter, a large amount of vertex memory can be saved by such operation.
Preferably, the image data of the texture mapping secondary layer is read.Wherein, using texture mapping tool to texture maps
Piece specifies suitable grade, and Fig. 2 is the visable representation schematic diagram of 8x8 texture mapping Mipmap, as shown in Fig. 2, the 0th grade is former
The texture mapping size of beginning, the 1st grade subsequently are the half of original size, and so on.In this way, suitably reducing texture mapping
Precision, the demand to memory can be greatly reduced.For example, the size of the 0th grade of texture mapping is 1024x1024, the 1st is selected
Grade is sized at 512x512, and selecting the second level is exactly 256x256.The image data for reading secondary layer at runtime, to often putting up
For figure, the memory close to 3 times can be saved.
Preferably, the huge object big to EMS memory occupation carries out reference analysis.Wherein, it uses the same parent and carries out class
System Design, all subclasses for being derived from it can save an object references array, to record drawing for all related subclasses
With this array can dynamically increase and decrease project, so can theoretically save any number of adduction relationship, object reference is closed
System is saved on disk.The adduction relationship that can thus check some object static state at any time eliminates them need not
The reference in place is wanted, memory overhead when game running is reduced.Such as the object in game level, it is exactly that outpost refers to object
Part has adduction relationship, so that it may the case where resource (being primarily referred to as textures, model) of game is specifically used is known, from money
The angle of source reference, analyzes the service condition of resource, can check out unnecessary resource and use.
In step 102, the existing object post-processing rendering quality is reduced.Wherein, unnecessary post-processing effect is closed,
Reduce post-processing rendering quality.In this way, can solve the problem of image blurring of game picture rendering.
Preferably, reducing the existing object post-processing rendering quality includes: to close the wash with watercolours unrelated with the existing object
Dye configuration.Wherein, it closes going game picture and is not required to correlation engine rendering configurations to be used.In this way, can solve game picture
The problem of image blurring of face rendering.For example, closing unnecessary post-processing effect, setting using the order of UE4
R.DepthOfFieldQuality=0 closes Deep Canvas, the fuzzy effect of setting r.MotionBlurQuality=0 closing movement
Fruit, setting r.LensFlareQuality=0 close Lens Flare effect, r.TranslucentLightingVolume are arranged
Quality=0 closes the light transmission rendering effect of translucent object, and setting r.SeparateTranslucencyQuality=0 is closed
Close the independent rendering pipeline effect of translucent object, setting r.TiledDeferredShadingQuality=0 closes piecemeal
Color rendering effect etc..
In step 103, the existing object rendering configurations are adjusted.Wherein, merge static object batch, shone using static light
Clipping distance coefficient is arranged in textures.In this way, blocking the scene hardware as far as possible in game picture, vegetation design uses geometry
Instance technology reduces the optimization Scenario Design such as material and illumination complexity, so that rendering frame per second is reached 60 frames, improves rendering
Efficiency and rendering performance.
Preferably, merge the existing object static state object batch.Wherein, using layering level of detail system, for working as
The static object of identical rendering material, is combined into a single static object in preceding game picture scene.In this way, it is possible to reduce figure
The draw call of shape reduces the operation expense that CPU calls figure API, improves rendering efficiency.
Preferably, using static light-maps.Wherein, tool is baked using static light-maps, generates scene illumination patch
Figure, generates soft static object shade, can reduce the consumption to performance, improves rendering efficiency.
Preferably, clipping distance coefficient is set.Wherein, the video camera clipping distance system of object in game picture scene is set
Number, adjust scene in object clipping distance, make to be punctured apart from the farther away object of video camera by the cone, be not plotted in cutting away from
From outer object, in this way, improving rendering performance.For example, in 3D computer graphics, view frustums (frustum) refer to field
A visible cone range for video camera in scape, it has upper and lower, left and right, close, remote, and totally 6 faces compositions, intracorporal in the cone
Otherwise scenery is as it can be seen that then invisible.The virtual glasses resolution ratio (1920x1080) of Playstation VR is not very high, distant place
Scene object often seems fuzzy, and the video camera that object can be set cuts coefficient, only has intersection with view frustums in scene
Object drawn, reject the object, such as particle, tree, bone grid etc. outside view frustums.Resolution ratio can be both reduced in this way
It is fuzzy caused by not high, and rendering performance can be improved.
Introduce a kind of technical solution of the optimization method of game picture of the present invention in detail below with reference to specific embodiment.
Fig. 3 is that three-dimensional renders schematic diagram of mechanism, as shown in figure 3, three-dimensional rendering is different from common flat screen wash with watercolours
Dye, it is a kind of three-dimensional rendering mechanism based on right and left eyes.The mankind observe the image of right and left eyes rendering simultaneously, pass through sense organ and sense
Know that synthesis has relief image, obtains experience on the spot in person.
Fig. 4 is one schematic diagram of optimization method embodiment of game picture according to the present invention, as shown in figure 4, using this hair
Bright game virtual reality game project ArkPark operates in the screenshot of game on PS host.A jungle scene is presented in figure,
Running game scene is collected internal storage data and is output in disk file using UE4MemReoprt order.Trip is listed in file
The memory overhead of all texture mapping and skeleton cartoon model vertices when play operation.According to memory report file, finds out memory and open
Sell big texture mapping and skeleton cartoon model.The output of texture mapping and skeleton cartoon model in memory report file records
Format is shown in Table 1, table 2.
The texture mapping of table 1:UE4memreport order output records (part)
The skeleton cartoon model of table 2:UE4memreport order output records (part)
Further, it is determined that the texture mapping of size reduction and the animation model of reduction vertex number are needed, to reach excellent
Change the purpose that memory uses.It is substantially to use 512x512 for the static object in scene of game that texture object, which follows principle,
The texture mapping of size.For general skeleton cartoon model, using needs can be met below 5000 vertex.
Further, suitable MipmapLevel etc. is specified to texture picture using the texture mapping tool of UE4 editing machine
Grade.Mipmap is one of the mapping technology being most widely used at present, and the resolution ratio on every side of low first order image is taken as
The half of the resolution ratio on every side of high first order image, and the texture group of same class resolution ratio is then by three components of red, green, blue
Texture array composition.MipmapLevel grade is according to 0,1,2,3 ..., and sequence arranges.0th grade is original texture mapping ruler
Very little, subsequent the 1st grade is the half of original size, and so on.If originally texture mapping is 1024x1024, the 1st is selected
Grade is sized at 512x512, and selecting the second level is exactly 256x256.The image data that secondary layer is read in game running, to every
For putting up figure, the memory close to 3 times can be saved.
Further, subtract face tool using model, reduce the number of vertex of skeleton cartoon model.Skeleton cartoon model in UE4
Each vertex will occupy 228 bytes memory, by reduce vertex number can save a large amount of vertex memory.In game
The each vertex of animation model substantially will occupy the memory of 228 bytes.The vertex number of many models has reached ten hundreds of
Rank.This will occupy many GPU vertex memories.Using the tool for subtracting triangular facet, to reduce model vertices number.Each mould
Type vertex number can reduce to 5000 or less.By such operation, a large amount of vertex memory can be saved.
Further, using the object reference tool of UE4 editing machine, the big huge object of EMS memory occupation in game is carried out
Reference analysis.Them are eliminated in the reference in unnecessary place, reduces memory overhead when game running.
Through the above steps, game can be greatly reduced to the demand of memory.It is checked in optimization front and back referring to table 3
It deposits.
Table 3: internal memory optimization comparison
Further, unnecessary post-processing effect is closed using the order of UE4.Setting
R.DepthOfFieldQuality=0 closes Deep Canvas, the fuzzy effect of setting r.MotionBlurQuality=0 closing movement
Fruit, setting r.LensFlareQuality=0 close Lens Flare effect.These post-processing effects are not suitable for swimming in virtual reality
It is used in play, results even in player and the malaise symptoms such as dizziness, vomiting occur.
Further, optimize scene rendering, using the layering level of detail system (HLOD) of UE4, by object static in scene
Part group is combined into a single static object, to reduce draw call.The optimization work to be done of scene rendering has: first, merge
Static object batch.For the static object of rendering material identical in scene, it is merged into a static object.CPU is reduced to call
The operation expense of figure API.Second, scene illumination textures are baked using UE4Lightmass.It is shone, can be reduced using static light
To the performance consumption of CPU and GPU, soft static object shade is generated.Third, the clipping distance system of object in scene set
Number.The virtual glasses resolution ratio (1920x1080) of Playstation VR is not very high.Distant place scene object often seems mould
Paste.The video camera that object is arranged cuts coefficient, makes to be punctured apart from the farther away object of video camera by the cone, can both reduce mould
Paste, and rendering performance can be improved.
Further, tool Lightmass is baked and banked up with earth using the static light-maps of UE4, generates scene illumination textures.It uses
Static light shines, and can reduce the performance consumption to CPU and GPU, generate soft static object shade.
Further, in scene set object clipping distance coefficient.The virtual glasses resolution ratio of Playstation VR
(1920x1080) is not very high.Distant place scene object often seems fuzzy.Be arranged object video camera cut coefficient, make away from
It is punctured from the farther away object of video camera by the cone, can not only reduce fuzzy, but also rendering performance can be improved.
The present invention efficiently solves the problems that PS4 platform is transplanted in PC game.Such as Out of Memory is unable to run trip
The problem of image blurring that the problem of play, virtual reality render.So that the static object in game picture scene is abundant, graph image
Performance is clear.Game shows smoothness in actual motion, without obvious Caton, optimizes scene rendering, so that rendering frame per second is reached 60, gives and play
Family provides good virtual reality experience.
Those of ordinary skill in the art will appreciate that: the foregoing is only a preferred embodiment of the present invention, and does not have to
In the limitation present invention, although the present invention is described in detail referring to the foregoing embodiments, for those skilled in the art
For, still can to foregoing embodiments record technical solution modify, or to part of technical characteristic into
Row equivalent replacement.All within the spirits and principles of the present invention, any modification, equivalent replacement, improvement and so on should all include
Within protection scope of the present invention.
Claims (12)
1. a kind of optimization method of game picture characterized by comprising
1) internal storage data of existing object is recorded and collected, internal storage data is analyzed, reduces the unnecessary memory of the existing object
Consumption;
2) unnecessary post-processing effect is closed, the existing object post-processing rendering quality is reduced;
3) the existing object rendering configurations are adjusted.
2. the method according to claim 1, wherein the step 1) further comprises:
It collects internal storage data and is output in disk file;
It analyzes the disk file and finds out the texture mapping and animation model for needing size reduction;
Discharge the memory source unrelated with the existing object.
3. the method according to claim 1, wherein the step 1) further comprises: subtracting face work using model
Tool, reduces the number of vertex of animation model.
4. the method according to claim 1, wherein the step 1) further comprises: reading texture mapping time
The image data of grade layer.
5. the method according to claim 1, wherein the step 1) further comprises: being quoted to object
Analysis, and conservation object adduction relationship.
6. the method according to claim 1, wherein the step 2 further comprises:
Close the rendering configurations unrelated with the existing object;It closes going game picture and is not required to correlation engine rendering to be used
Configuration.
7. the method according to claim 1, wherein the step 3) further comprises:
Merge the existing object static state object batch;
Use static light-maps;
Clipping distance coefficient is set.
8. the method according to the description of claim 7 is characterized in that the step for merging the existing object static state object batch
Suddenly, comprising: using layering level of detail system, the static object of rendering material identical in going game pictured scene is combined into one
A single static object.
9. the method according to the description of claim 7 is characterized in that the step of light-maps using static state, comprising: use
Static light-maps bake tool, generate scene illumination textures, generate soft static object shade.
10. the method according to the description of claim 7 is characterized in that the step of setting clipping distance coefficient, comprising: set
The video camera clipping distance coefficient of object in game picture scene is set, the clipping distance of object in scene is adjusted, punctures default
Object except distance.
11. a kind of computer readable storage medium, is stored thereon with computer instruction, which is characterized in that the computer instruction
Perform claim requires the optimization method step of 1 to 10 described in any item game pictures when operation.
12. a kind of gaming terminal device, which is characterized in that including memory and processor, stored on the memory in institute
The computer instruction run on processor is stated, perform claim requires 1 to 10 when the processor runs the computer instruction
The optimization method step of game picture described in one.
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CN110493456A (en) * | 2019-07-29 | 2019-11-22 | 阿里巴巴集团控股有限公司 | A kind of animation playing method, device, terminal device and server |
CN110827381A (en) * | 2019-11-04 | 2020-02-21 | 广联达科技股份有限公司 | Graphic layered display method and device based on ThreeJS and storage medium |
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