--- title: "Performance Budget" type: concept tags: [game-dev, performance, optimization, rendering] sources: [technical-artist] last_updated: 2026-04-26 --- # Performance Budget ## Definition Performance Budget(性能预算)是游戏在目标平台上运行时对 GPU/CPU 资源消耗的硬性上限定义。是技术美术最核心的执行原则——所有艺术决策必须在预算约束内进行。 ## Budget Categories ### Frame Time Budget(帧时间预算) | 平台 | 总帧时间预算 | |------|------------| | Mobile | 16.67ms(60 FPS)| | PC | 16.67ms(60 FPS)| | Console | 11.11ms(90 FPS)| ### GPU Sub-Budgets | 系统 | Mobile | PC | |------|--------|-----| | 渲染 | 4–8ms | 8–12ms | | VFX | 4ms | 8ms | | 后处理 | 1ms | 2ms | | 预留余量 | 10% | 10% | ### VFX Particle Budget | 平台 | 最大同时粒子数 | 最大 Overdraw 层数 | |------|-------------|----------------| | Mobile | 500 | 3 | | PC | 2,000 | 6 | ### Draw Call Budget | 平台 | 建议上限 | |------|---------| | Mobile | 100–200 | | PC | 500–1,000 | ## Budget Enforcement Rules 1. **预定义原则**:每种资产类型的预算必须在生产前定义,艺术家在开始制作前知晓限制,而非交付后才发现超标 2. **平台特定**:必须为每个目标平台单独定义预算(Mobile/PC/Console) 3. **自动化验证**:LOD Chain Validation Script 在导入时自动拦截超标资产 4. **定期分析**:GPU Profile 在每个主要内容里程碑后运行,识别 Top-5 渲染成本并优先解决 ## Budget Communication Style Technical Artist 的标准语言范式: - "This effect costs **2ms on mobile** — we have **4ms total for VFX**. Approved with caveats." - "Give me the budget sheet **before you model** — I'll tell you exactly what you can afford." - "The texture blowout is a mipmap bias issue — here's the corrected import setting." ## Related Concepts - [[LOD-Pipeline]]:LOD 是实现性能预算的核心技术手段 - [[VFX]]:VFX 系统受粒子数和 Overdraw 预算严格约束 - [[AssetPipeline]]:资产标准是性能预算的前置保障 - [[RenderingPipeline]]:渲染管线的每个 Pass 都消耗帧时间预算 ## Connections - [[TechnicalArtist]] ← enforces ← Performance Budget - [[VFX]] ← constrained by ← Performance Budget - [[LOD-Pipeline]] ← achieves ← Performance Budget - [[AssetPipeline]] ← enables ← Performance Budget