title, type, tags, sources, last_updated
| title |
type |
tags |
sources |
last_updated |
| Performance Budget |
concept |
| game-dev |
| performance |
| optimization |
| rendering |
|
|
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
- 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
- 平台特定:必须为每个目标平台单独定义预算(Mobile/PC/Console)
- 自动化验证:LOD Chain Validation Script 在导入时自动拦截超标资产
- 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
Connections