RMGUI; 5000 Button Stress Test At 2k+ FPS

Опубликовано: 23 Июль 2026
на канале: Lacuna Corporation
149
6

Wrapping up a heavily benched optimisation run of partial rebuilding. OBS is knocking perf down to about 2000FPS with some variance, in reality this test of just under 5000 retained mode buttons (some occluded due to screen scaling) is sitting at a solid 3200FPS, including the overhead of Unity's editor loop.

Interaction has also been moved over to a dynamic spatial partitioning system (which users can config on a per control basis, setting the partition cell counts) to keep hittesting sweep counts down where necessary.

The animation here is mainly to test interaction, but this isn't just a vertex colour switch- hovered entities are actually switching between flat sprites (4 vertices, 6 indices) and sliced sprites (16 vertices, 54 indices) as a test of the partial buffering system. When an entity requests additional geometry, it first queries a free buffer for available space, and appends itself if not, and when freeing vertices (i.e. moving from sliced back down to single when the hover ends), any now-unneeded geometry is released into the free buffer.