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Reccomended Project Settings

Nicholas Brancaccio edited this page Aug 1, 2021 · 1 revision

Below is a list of Project Settings that can have subtle effects / gotchas within the context of HPSXRP.


Project Settings->Player->Other Settings->Rendering->Static Batching: OFF If Static Batching is enabled, Unity will potentially combine multiple static render meshes into a single render mesh to reduce draw call count. This can improve performance in some contexts, particularly in scenes with many low poly static meshes, and few materials. However, this can also have a fairly large impact on the final build size on disk, as these combined meshes are saved to disk at build time. In HPSXRP, Static Batching causes problems with Shading Mode->Per Object as the definition of what a single "Object" is changes from the authors expectation. i.e: lighting and fog will be calculated at the origin of the combined mesh, rather than the authored mesh. If your project does not use Shading Mode->Per Object on any materials, AND you are willing to trade an increased executable size for less draw calls, it is safe in HPSXRP to turn Static Batching ON. For more information of Static Batching, see the unity documentation: Draw Call Batching


Project Settings->Player->Other Settings->Optimization->Optimize Mesh Data: OFF in WIP builds, optionally ON in final builds. If Optimize Mesh Data is enabled, unity will iterate over all possible variants of all materials in the project and determine which vertex attributes are in use per variant, and strip out any that are unused. While this may improve performance in some contexts, it slows down build times significantly. We recommend turning Optimize Mesh Data OFF when creating WIP builds, so that your builds complete faster. In final builds, you might turn Optimize Mesh Data ON in order to squeeze out a little bit of performance, but we recommend profiling to decide, rather than simply turning this on and expecting it to improve performance. It may not based on your material settings. For more information on Optimize Mesh Data see the unity documentation: Optimize Mesh Data (API page)

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