How Should Bloom and DOF Be Optimized When Post-Processing Causes High Power Consumption and Heavy GPU Pressure?
Bloom and DOF post processing effects are causing high power consumption and significant GPU performance pressure. How should they be optimized? At the same time, how should graphics quality tiers be configured?
The report information shows the following: https://uwa overseas public.oss us east 1.aliyuncs.com/uploads/markdown/98d51af1 ce80 4a05 8f19 24c90d6c1d00.png Bloom Optimization The performance cost of Bloom mainly comes from the multi level downsampling and upsampling process of high resolution render textures. Based on the current report, the 1920×958 high quality rendering resolution is reasonably configured. It is recommended to adjust the Bloom downsampling ratio from 1/2 to 1/4. Under the condition that the scene contains fewer highlighted elements and the visual detail remains acceptable, prioritizing the 1/4 downsampling ratio can reduce the read/write and cache cost of high resolution render textures, significantly lowering memory bandwidth pressure. After making the adjustment, it is recommended to compare the power consumption curve in the GameOptim GOT Online report and the actual visual result on real devices. On the premise of maintaining relatively stable visual quality, a lower downsampling ratio should be preferred. DOF Optimization Depth of Field DOF has extremely high GPU compute and memory bandwidth costs. The optimization principles are as follows: First, confirm whether DOF is truly required by the project. If the visual improvement is limited, it can be disabled directly. When DOF is necessary, prioritize Gaussian DOF and avoid using Bokeh DOF, since the latter has significantly higher performance cost. For mid tier and low tier quality settings, it is recommended to disable DOF directly. Avoid using DOF to simulate darkened screen edges. Instead, use the native Vignette post processing effect in Unity’s Unity Universal Render Pipeline, which has lower performance cost.