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3D Design & Development

3D Scene Optimization: The Decisions That Matter

Reducing the cost of a scene — draw calls, memory, geometry and texture — so it runs at frame rate on the target hardware.

Imogen Clarke Imaging & 3D Lead 2 min read 24 views
3D Scene Optimization: The Decisions That Matter

Where most projects go wrong

The usual mistakes:

  • Optimizing by intuition without profiling
  • Reducing polygon counts when the bottleneck is draw calls
  • Full-resolution textures on objects seen at a distance
  • Leaving device testing to the end of the project

What good looks like instead

  • Profile before optimizing, so effort goes where the cost is
  • Use instancing for repeated geometry
  • Provide levels of detail for anything seen at varying distance
  • Atlas textures to reduce material and draw call counts
  • Test on the lowest-specification target device regularly
What to do and what to avoid with 3D scene optimization, side by side
Good practice against the usual mistakes, from the sources listed below.

Why it matters

A scene that runs on a workstation and not on a phone has not been optimized, and almost every optimization is a structural decision rather than a setting.

The specs that matter

Published figures for 3D Scene Optimization
MeasureFigure
Draw callsoften the bottleneck; reduced by batching and atlasing
Level of detaillower-resolution meshes substituted at distance
Texture atlasingcombining textures to reduce material switches
Instancingrepeated geometry drawn once with many transforms
Cullingnot drawing what is not visible
Memoryoften the binding constraint on mobile

Knowing when to hand it over

Tip: Bring in help when frame rate targets are being missed, when scenes exceed memory on target devices, or when optimization has begun to cost visible quality.

Where this comes from

The figures and practices above come from the sources listed.

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Imogen Clarke

Stills, retouching and real-time 3D. Writes about color management, asset pipelines and getting heavy visual work into a browser.

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