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---
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 | 16.67ms60 FPS|
| PC | 16.67ms60 FPS|
| Console | 11.11ms90 FPS|
### GPU Sub-Budgets
| 系统 | Mobile | PC |
|------|--------|-----|
| 渲染 | 48ms | 812ms |
| 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 | 100200 |
| PC | 5001,000 |
## 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