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Update OptimizeWindow.md
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Documentation/Tools/OptimizeWindow.md

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@@ -4,17 +4,17 @@ The MRTK Optimize Window is a utility to help automate and inform in the process
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The *Active Build Target* is the [build platform currently targeted](https://docs.unity3d.com/Manual/BuildSettings.html) by the project for compiling.
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The *Performance Target* instructs the optimize tool what kind of device endpoints to target.
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The *Performance Target* instructs the optimize tool on what kind of device endpoints to target.
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- *AR Headsets* are mobile-class devices such as HoloLens
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- *VR Standalone* are mobile-class devices such as the Oculus Go or Quest
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- *VR Tethered* are PC-powered devices such as the Samsung Odyssey, Oculus Rift or HTC Vive etc.
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- *AR Headsets* are mobile-class devices, such as HoloLens
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- *VR Standalone* are mobile-class devices, such as the Oculus Go or Quest
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- *VR Tethered* are PC-powered devices, such as the Samsung Odyssey, Oculus Rift or HTC Vive etc.
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![MRTK Optimize Window Performance Target](../../Documentation/Images/Performance/OptimizeWindowPerformanceTarget.jpg)
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## Setting optimizations
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The settings optimization tab covers some of the important rendering configurations for a Unity project. This section can help automate and inform what settings should be changed for the best performing results.
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The settings optimization tab covers some of the important rendering configurations for a Unity project. This section can help automate and inform you of which settings should be changed for the best performing results.
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A green check icon means that an optimal value has been configured in the project/scene for this particular setting. A yellow warning icon indicates the current configuration can be improved. Clicking the associated button in a given section will auto-configure that setting in the Unity project/scene to a more optimal value.
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### Depth buffer sharing
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To improve [hologram stabilization](../hologram-Stabilization.md), developers can share the application's depth buffer which gives the platform information of where and what holograms to stabilize in the rendered scene.
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To improve [hologram stabilization](../hologram-Stabilization.md), developers can share the application's depth buffer which gives the platform information on where and what holograms to stabilize in the rendered scene.
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### Depth buffer format
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> [!NOTE]
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> If using *16-bit depth format*, stencil buffer required effects will not work because [Unity does not create a stencil buffer](https://docs.unity3d.com/ScriptReference/RenderTexture-depth.html) in this setting. Selecting *24-bit depth format* conversely will generally create an [8-bit stencil buffer](https://docs.unity3d.com/Manual/SL-Stencil.html), if applicable on the endpoint graphics platform.
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> If using a [Mask component](https://docs.unity3d.com/Manual/script-Mask.html) which requires the stencil buffer, consider using [RectMask2D](https://docs.unity3d.com/Manual/script-RectMask2D.html) instead which does not require the stencil buffer and thus can be used in conjunction with a *16-bit depth format*.
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> If using a [Mask component](https://docs.unity3d.com/Manual/script-Mask.html) which requires the stencil buffer, consider using [RectMask2D](https://docs.unity3d.com/Manual/script-RectMask2D.html) instead, which does not require the stencil buffer and thus can be used in conjunction with a *16-bit depth format*.
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### Real-time Global Illumination
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## Scene analysis
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The *Scene Analysis* tab is designed to inform developers what elements currently in the scene will likely have the biggest impact on performance.
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The *Scene Analysis* tab is designed to inform developers on which elements currently in the scene will likely have the most impact on performance.
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![MRTK Optimize Window Settings](../../Documentation/Images/Performance/OptimizeWindow_SceneAnalysis.png)
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### Lighting analysis
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This section will examine the number of lights currently in the scene as well as any lights that should disable shadows. Shadow casting is a very expensive operation.
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This section will examine the number of lights currently in the scene, as well as any lights that should disable shadows. Shadow casting is a very expensive operation.
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### Polygon count analysis
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The tool also provides polygon count statistics. It can be very helpful to quickly identify which GameObjects have the highest polygon complexity in a given scene to target for optimizations.
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The tool also provides polygon count statistics. It can be very helpful to quickly identify which GameObjects have the highest polygon complexity in a given scene to target for optimizations.
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### Unity UI raycast analysis
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