Unity-BoxCollider、SphereCollider、CapsuleCollider的性能对比(译文)

BoxCollider、SphereCollider、CapsuleCollider的性能对比

文章目录

  • BoxCollider、SphereCollider、CapsuleCollider的性能对比
    • 概述
    • 数据
    • 结论
    • 引用

概述

我决定放一些测试数据上来。
Well I decided to post some results from some testing.

所有测试均完成于INTEL二核的3GH处理器,无渲染部分,仅仅是物理部分。
All tests were done on an intel core2duo 3ghz imac with no rendering, just physics.

静态碰撞体几乎没有什么性能开销,高达6万多个不同的碰撞体对性能的影响在一帧之内(<3ms)几乎可以让人忽略不算。
Static colliders seem to have such a minimal impact on performance, Upto 60,000 and beyond of all different colliders were causing no noticable effect on the frame time (<3ms)

所以我尝试去测试动态碰撞体,这会更加有挑战性。
So I tried testing dynamic colliders instead, much more challenging.

要记住这只是物理部分,你的渲染部分的瓶颈只能达到2500个独立模型物体。
Remember this is just physics, your renderer would bottleneck way before reaching 2500 individual objects.

数据

Collider Count 500 1000 1500 2500 Unit
Capsule 2.1 5.6 16.1 459-481 ms
Box 2.6 5.8 20.5 490-520
Sphere 2 2.9 4.8 190-233

结论

看到了吧?通过这些数据,我们能发现,capsule collider性能要稍稍优越于 box collider ,但是sphere collider的性能明显要甩掉所有人九条街。
So there you have it, across the board capsule actually beats box but not by a huge amount, and sphere obviously kicks everyones ass.

引用

原文
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