性能技巧
¥Performance Tips
一般的
¥General
仅在需要时进行优化!PixiJS 可以立即处理大量内容
¥Only optimize when you need to! PixiJS can handle a fair amount of content off the bat
请注意场景的复杂性。添加的对象越多,速度就越慢
¥Be mindful of the complexity of your scene. The more objects you add the slower things will end up
顺序可以提供帮助,例如 sprite/graphic/sprite/graphic 比 sprite/sprite/graphic/graphic 慢
¥Order can help, for example sprite / graphic / sprite / graphic is slower than sprite / sprite / graphic / graphic
一些较旧的移动设备运行速度稍慢。将选项
useContextAlpha: false
和antialias: false
传递给渲染器或应用可以帮助提高性能¥Some older mobile devices run things a little slower. Passing in the option
useContextAlpha: false
andantialias: false
to the Renderer or Application can help with performance默认情况下禁用剔除,因为通常最好在应用级别执行此操作或将对象设置为
cullable = true
。如果你受 GPU 限制,它将提高性能;如果你受 CPU 限制,则会降低性能¥Culling is disabled by default as it's often better to do this at an application level or set objects to be
cullable = true
. If you are GPU-bound it will improve performance; if you are CPU-bound it will degrade performance
精灵
¥Sprites
尽可能使用 Spritesheets 来最小化总纹理
¥Use Spritesheets where possible to minimize total textures
精灵可以使用最多 16 种不同的纹理进行批处理(取决于硬件)
¥Sprites can be batched with up to 16 different textures (dependent on hardware)
这是渲染内容的最快方式
¥This is the fastest way to render content
在较旧的设备上使用较小的低分辨率纹理
¥On older devices use smaller low resolution textures
将扩展名
@0.5x.png
添加到缩小 50% 的 spritesheet 中,这样 PixiJS 就会自动在视觉上将它们加倍¥Add the extention
@0.5x.png
to the 50% scale-down spritesheet so PixiJS will visually-double them automatically抽奖顺序很重要
¥Draw order can be important
图形
¥Graphics
图形对象在不经常修改时速度最快(不包括变换、alpha 或色调!)
¥Graphics objects are fastest when they are not modified constantly (not including the transform, alpha or tint!)
图形对象在低于一定大小(100 点或更小)时进行批处理
¥Graphics objects are batched when under a certain size (100 points or smaller)
小型图形对象与精灵(矩形、三角形)一样快
¥Small Graphics objects are as fast as Sprites (rectangles, triangles)
使用数百个图形复杂对象可能会很慢,在这种情况下使用精灵(你可以创建纹理)
¥Using 100s of graphics complex objects can be slow, in this instance use sprites (you can create a texture)
质地
¥Texture
纹理由纹理垃圾收集器自动管理
¥Textures are automatically managed by a Texture Garbage Collector
你也可以使用
texture.destroy()
自行管理它们¥You can also manage them yourself by using
texture.destroy()
如果你计划一次摧毁多个,请在摧毁时添加随机延迟以消除冻结
¥If you plan to destroy more than one at once add a random delay to their destruction to remove freezing
如果你打算自己删除大量纹理,请延迟纹理销毁
¥Delay texture destroy if you plan to delete a lot of textures yourself
文本
¥Text
避免在每一帧上更改它,因为这可能会很昂贵(每次绘制到画布然后上传到 GPU 时)
¥Avoid changing it on every frame as this can be expensive (each time it draws to a canvas and then uploads to GPU)
位图文本为动态更改文本提供了更好的性能
¥Bitmap Text gives much better performance for dynamically changing text
文本分辨率与渲染器分辨率相匹配,可以通过设置
resolution
属性自行降低分辨率,这样可以消耗更少的内存¥Text resolution matches the renderer resolution, decrease resolution yourself by setting the
resolution
property, which can consume less memory
面具
¥Masks
如果使用太多口罩可能会很昂贵:例如,数百个面具确实会减慢速度
¥Masks can be expensive if too many are used: e.g., 100s of masks will really slow things down
轴对齐的矩形蒙版是最快的(因为使用剪刀矩形)
¥Axis-aligned Rectangle masks are the fastest (as the use scissor rect)
图形蒙版是第二快的(因为它们使用模板缓冲区)
¥Graphics masks are second fastest (as they use the stencil buffer)
精灵蒙版是第三快的(它们使用过滤器)。它们真的很贵。不要在场景中使用太多!
¥Sprite masks are the third fastest (they use filters). They are really expensive. Do not use too many in your scene!
过滤器
¥Filters
释放内存:
container.filters = null
¥Release memory:
container.filters = null
如果你知道它们的大小:
container.filterArea = new Rectangle(x,y,w,h)
。这可以加快速度,因为这意味着不需要测量对象¥If you know the size of them:
container.filterArea = new Rectangle(x,y,w,h)
. This can speed things up as it means the object does not need to be measured过滤器很昂贵,使用太多会开始减慢速度!
¥Filters are expensive, using too many will start to slow things down!
BlendModes
不同的混合模式会导致批次中断(去优化)
¥Different blend modes will cause batches to break (de-optimize)
ScreenSprite / NormalSprite / ScreenSprite / NormalSprite 将是 4 次绘制调用
¥ScreenSprite / NormalSprite / ScreenSprite / NormalSprite would be 4 draw calls
ScreenSprite / ScreenSprite / NormalSprite / NormalSprite 将是 2 次绘制调用
¥ScreenSprite / ScreenSprite / NormalSprite / NormalSprite would be 2 draw calls
事件
¥Events
如果对象没有交互式子对象,则使用
interactiveChildren = false
。然后事件系统将能够避免爬行对象¥If an object has no interactive children use
interactiveChildren = false
. The event system will then be able to avoid crawling through the object如上所述设置
hitArea = new Rectangle(x,y,w,h)
应该会阻止事件系统爬行对象¥Setting
hitArea = new Rectangle(x,y,w,h)
as above should stop the event system from crawling through the object