您可以通过 ScalableBufferManager 控制比例。 ScalableBufferManager 使您能够控制所有已标记为 动态分辨率相机设置,允许您动态缩放单个渲染目标以减少 GPU 工作量。 更多信息
请参阅 术语表 系统进行缩放的渲染目标的动态宽度和高度比例。
例如,假设您的应用程序以理想的帧率运行,但在某些情况下,由于粒子、后期效果和屏幕复杂度增加的组合,GPU 性能下降。 Unity FrameTimingManager 允许您检测 CPU 或 GPU 性能何时开始下降。 因此,您可以使用 FrameTimingManager
来计算新的理想宽度和高度比例,以将帧率保持在您的理想范围内,并将比例降低到该值以保持性能稳定(可以立即或在设定的帧数内逐渐进行)。 当屏幕复杂度降低且 GPU 性能一致时,您就可以将宽度和高度比例提高到您计算出的 GPU 可以处理的值。
此示例脚本演示了 API 的基本用法。 将其添加到场景中的相机,并在相机设置中选中“允许动态分辨率”。 您还需要打开“玩家”设置(菜单:编辑 > 项目设置,然后选择“玩家”类别)并选中“启用帧计时统计信息”复选框。 有关“启用帧计时统计信息”属性背后的功能的更多信息,请参见 FrameTimingManager.
单击鼠标或用一根手指轻触屏幕,分别将高度和宽度分辨率降低 scaleWidthIncrement
和 scaleHeightIncrement
变量中的值。 用两根手指轻触可将分辨率提高相同的增量。
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class DynamicResolutionTest : MonoBehaviour
{
public Text screenText;
FrameTiming[] frameTimings = new FrameTiming[3];
public float maxResolutionWidthScale = 1.0f;
public float maxResolutionHeightScale = 1.0f;
public float minResolutionWidthScale = 0.5f;
public float minResolutionHeightScale = 0.5f;
public float scaleWidthIncrement = 0.1f;
public float scaleHeightIncrement = 0.1f;
float m_widthScale = 1.0f;
float m_heightScale = 1.0f;
// Variables for dynamic resolution algorithm that persist across frames
uint m_frameCount = 0;
const uint kNumFrameTimings = 2;
double m_gpuFrameTime;
double m_cpuFrameTime;
// Use this for initialization
void Start()
{
int rezWidth = (int)Mathf.Ceil(ScalableBufferManager.widthScaleFactor * Screen.currentResolution.width);
int rezHeight = (int)Mathf.Ceil(ScalableBufferManager.heightScaleFactor * Screen.currentResolution.height);
screenText.text = string.Format("Scale: {0:F3}x{1:F3}\nResolution: {2}x{3}\n",
m_widthScale,
m_heightScale,
rezWidth,
rezHeight);
}
// Update is called once per frame
void Update()
{
float oldWidthScale = m_widthScale;
float oldHeightScale = m_heightScale;
// One finger lowers the resolution
if (Input.GetButtonDown("Fire1"))
{
m_heightScale = Mathf.Max(minResolutionHeightScale, m_heightScale - scaleHeightIncrement);
m_widthScale = Mathf.Max(minResolutionWidthScale, m_widthScale - scaleWidthIncrement);
}
// Two fingers raises the resolution
if (Input.GetButtonDown("Fire2"))
{
m_heightScale = Mathf.Min(maxResolutionHeightScale, m_heightScale + scaleHeightIncrement);
m_widthScale = Mathf.Min(maxResolutionWidthScale, m_widthScale + scaleWidthIncrement);
}
if (m_widthScale != oldWidthScale || m_heightScale != oldHeightScale)
{
ScalableBufferManager.ResizeBuffers(m_widthScale, m_heightScale);
}
DetermineResolution();
int rezWidth = (int)Mathf.Ceil(ScalableBufferManager.widthScaleFactor * Screen.currentResolution.width);
int rezHeight = (int)Mathf.Ceil(ScalableBufferManager.heightScaleFactor * Screen.currentResolution.height);
screenText.text = string.Format("Scale: {0:F3}x{1:F3}\nResolution: {2}x{3}\nScaleFactor: {4:F3}x{5:F3}\nGPU: {6:F3} CPU: {7:F3}",
m_widthScale,
m_heightScale,
rezWidth,
rezHeight,
ScalableBufferManager.widthScaleFactor,
ScalableBufferManager.heightScaleFactor,
m_gpuFrameTime,
m_cpuFrameTime);
}
// Estimate the next frame time and update the resolution scale if necessary.
private void DetermineResolution()
{
++m_frameCount;
if (m_frameCount <= kNumFrameTimings)
{
return;
}
FrameTimingManager.CaptureFrameTimings();
FrameTimingManager.GetLatestTimings(kNumFrameTimings, frameTimings);
if (frameTimings.Length < kNumFrameTimings)
{
Debug.LogFormat("Skipping frame {0}, didn't get enough frame timings.",
m_frameCount);
return;
}
m_gpuFrameTime = (double)frameTimings[0].gpuFrameTime;
m_cpuFrameTime = (double)frameTimings[0].cpuFrameTime;
}
}