D build 12.16 / F build 02.06
Galaxy S21



배경 렌더 파이프라인 전면 재설계 — 노말맵 150장 제거·셰이더 분리·스플랫맵→메쉬 커팅으로 DrawOpaqueObjects 41% 절감
[Textures] Normal maps used unnecessarily across background objects.
150 normal maps remained whose perceived-quality contribution under in-game FOV / lighting was low.
[Shader] Lobby (static composition) and in-game (real-time battle) background objects
used the same heavyweight Uber shader.
In-game, unnecessary stylization features were executed per draw call.
[Geometry] Terrain surface blending was implemented with a splatmap.
Multi-texture sampling + blending ops ran per fragment in the pixel shader.
4. [Geometry] Unnecessary edges remained on background meshes. Edges not contributing to silhouette / form increased vertex count and added rasterizer load.
D build → F build
Shadow
7.7ms → 7.1ms
DrawOpaqueObjects
46ms → 27.1ms
COS PostProcessing
9.7ms → 9.5ms
UI
2.4ms → 3.9ms
Galaxy S21


Low[60] - FPS 60 → Low[60] - FPS 60
Mid[60] - FPS 45 – 55 ( PostProcess off ) → Mid[60] - FPS 60 ( PostProcess on )
High[60] - FPS 20 – 30 → High[60] - FPS 60
Low[60] - FPS 40 → Low [60] - FPS 60
Mid[60] - FPS 30 ( PostProcess off ) → Mid [60] - FPS 60 ( PostProcess on )
High[60] - FPS 25 → High [60] - FPS 30 ~ 40
Low[60] - (reaches town but unplayable) → Low [60] - FPS 40
Mid[60] - ( cannot enter ) → Mid [60] - FPS 30 ( PostProcess on )
High[60] - ( cannot enter ) → High [60] - (reaches town but unplayable)
Tools: AGI · Build: Dev - D build · Scene: Lobby
| Device | GPU | API | Shadow | DrawOpaqueObjects | COS PostProcessing | UI | ||||
|---|---|---|---|---|---|---|---|---|---|---|
| Before | After | Before | After | Before | After | Before | After | |||
| Galaxy S21 | Mali-G78 | Vulkan 1.1.0 | 7.7 ms | 7.1 ms | 46ms | 27.1ms | 9.7ms | 9.5ms | 2.4ms | 3.9ms |
Tradeoffs