asset-optimization

SKILL.md

Asset Optimization

Polygon Reduction Techniques

Decimation

  • Decimation Algorithms: Reduce polygon count while preserving shape
  • Decimation Tools: Use decimation modifiers or tools
  • Decimation Ratio: Set appropriate decimation ratio
  • Silhouette Preservation: Maintain silhouette and important details
  • Topology Cleanup: Clean topology after decimation
  • Quality Assessment: Assess visual quality after decimation

Retopology

  • Retopology Tools: Use retopology tools for clean topology
  • Manual Retopology: Manual retopology for quality control
  • Automatic Retopology: Automatic retopology for speed
  • Quad-Based Topology: Maintain quad-based topology
  • Edge Flow: Maintain proper edge flow for deformation
  • Topology Optimization: Optimize topology for performance

Polygon Reduction Best Practices

  • Prioritize Important Areas: Keep detail in visible areas
  • Reduce in Less Visible Areas: Reduce polygons in less visible areas
  • Maintain Silhouette: Preserve silhouette and important shapes
  • Clean Topology: Maintain clean, optimized topology
  • Test in Engine: Test optimized assets in target engine
  • Iterative Process: Iterate and refine as needed

LOD (Level of Detail) Creation

LOD Levels

  • LOD0: Highest detail, closest distance
  • LOD1: Medium detail, medium distance
  • LOD2: Low detail, far distance
  • LOD3+: Very low detail, very far distance
  • LOD Count: Determine appropriate LOD count based on asset importance
  • LOD Distances: Set appropriate transition distances

LOD Creation Techniques

  • Manual LOD Creation: Manually create LOD levels
  • Automatic LOD Generation: Automatically generate LOD levels
  • Decimation: Use decimation for LOD generation
  • Retopology: Use retopology for LOD generation
  • Material Reduction: Reduce material complexity for LODs
  • Texture Reduction: Reduce texture resolution for LODs

LOD Transitions

  • Transition Distance: Set appropriate transition distances
  • Smooth Transitions: Ensure smooth transitions between LODs
  • Dithering: Use dithering for smoother transitions
  • Hysteresis: Use hysteresis to prevent flickering
  • Testing: Test LOD transitions in target engine
  • Performance: Verify performance improvements

Texture Compression and Formats

Texture Formats

  • ASTC: Adaptive Scalable Texture Compression (mobile)
  • ETC2: Ericsson Texture Compression (mobile)
  • BC7: Block Compression 7 (PC, console)
  • BC5: Block Compression 5 (normal maps)
  • DXT5: S3 Texture Compression (legacy)
  • PVRTC: PowerVR Texture Compression (iOS)

Texture Compression

  • Lossless Compression: Lossless compression for quality
  • Lossy Compression: Lossy compression for size
  • Compression Quality: Set appropriate compression quality
  • Compression Artifacts: Check for compression artifacts
  • Platform-Specific: Use platform-specific compression
  • Testing: Test compressed textures in target engine

Texture Optimization

  • Resolution Reduction: Reduce texture resolution where appropriate
  • Texture Atlasing: Combine multiple textures into single atlas
  • Channel Packing: Pack multiple maps into single texture channels
  • Mipmap Generation: Generate mipmaps for distance rendering
  • Texture Streaming: Stream textures based on distance
  • Texture Budget: Manage texture memory budget

Draw Call Optimization

Draw Call Reduction

  • Mesh Batching: Combine meshes into single draw call
  • GPU Instancing: Render multiple instances with single draw call
  • Static Batching: Batch static objects
  • Dynamic Batching: Batch dynamic objects
  • Material Merging: Merge materials to reduce draw calls
  • Texture Atlasing: Combine textures to reduce draw calls

Batching Techniques

  • Static Batching: Batch static objects into single mesh
  • Dynamic Batching: Batch dynamic objects at runtime
  • GPU Instancing: Use GPU instancing for repeated objects
  • SRP Batcher: Use SRP Batcher in Unity
  • Instanced Rendering: Use instanced rendering in Unreal
  • Custom Batching: Implement custom batching solutions

Draw Call Best Practices

  • Minimize Draw Calls: Reduce draw calls where possible
  • Batch Similar Objects: Batch objects with same materials
  • Use Instancing: Use instancing for repeated objects
  • Optimize Materials: Optimize materials for batching
  • Test Performance: Test draw call performance in target engine
  • Profile: Profile draw calls with profiling tools

Mesh Optimization for Real-Time Rendering

Mesh Optimization Techniques

  • Vertex Cache Optimization: Optimize vertex cache for better performance
  • Overdraw Reduction: Reduce overdraw for better performance
  • Triangle Count: Reduce triangle count for better performance
  • Vertex Count: Reduce vertex count for better performance
  • Mesh Simplification: Simplify mesh for better performance
  • Mesh Compression: Use mesh compression for better performance

Real-Time Considerations

  • Vertex Processing: Minimize vertex processing
  • Fragment Processing: Minimize fragment processing
  • Memory Bandwidth: Minimize memory bandwidth usage
  • GPU Utilization: Optimize GPU utilization
  • CPU Utilization: Optimize CPU utilization
  • Frame Rate: Maintain target frame rate

Platform-Specific Optimization

  • Mobile: Lower vertex count, simpler meshes
  • Console: Medium optimization, balance quality and performance
  • PC: Higher quality, more complex meshes
  • VR: High frame rate priority, reduced complexity
  • AR: Real-time performance priority

Platform-Specific Optimization Guidelines

Mobile Optimization

  • Polygon Budget: Keep polygon count low (1K-10K per object)
  • Texture Resolution: Keep texture resolution low (512x512 to 1024x1024)
  • Draw Calls: Minimize draw calls (<100 per frame)
  • Material Complexity: Simplify materials
  • Shader Complexity: Simplify shaders
  • Performance: Target 30-60 FPS

Console Optimization

  • Polygon Budget: Medium polygon count (10K-50K per object)
  • Texture Resolution: Medium texture resolution (1024x1024 to 2048x2048)
  • Draw Calls: Moderate draw calls (<500 per frame)
  • Material Complexity: Medium material complexity
  • Shader Complexity: Medium shader complexity
  • Performance: Target 60 FPS

PC Optimization

  • Polygon Budget: Higher polygon count (50K-100K per object)
  • Texture Resolution: Higher texture resolution (2048x2048 to 4096x4096)
  • Draw Calls: Higher draw calls (<1000 per frame)
  • Material Complexity: Higher material complexity
  • Shader Complexity: Higher shader complexity
  • Performance: Target 60+ FPS

VR Optimization

  • Polygon Budget: Low polygon count for high frame rate
  • Texture Resolution: Medium texture resolution
  • Draw Calls: Minimize draw calls for high frame rate
  • Material Complexity: Simplify materials for high frame rate
  • Shader Complexity: Simplify shaders for high frame rate
  • Performance: Target 90+ FPS

AR Optimization

  • Polygon Budget: Low polygon count for real-time performance
  • Texture Resolution: Low texture resolution for real-time performance
  • Draw Calls: Minimize draw calls for real-time performance
  • Material Complexity: Simplify materials for real-time performance
  • Shader Complexity: Simplify shaders for real-time performance
  • Performance: Target 60+ FPS

Optimization Tools and Workflows

Optimization Tools

  • Unity Profiler: Profile performance in Unity
  • Unreal Insights: Profile performance in Unreal
  • RenderDoc: Graphics debugging and profiling
  • NVIDIA Nsight: NVIDIA graphics profiling tools
  • AMD Radeon GPU Profiler: AMD graphics profiling tools
  • Custom Tools: Custom optimization tools

Optimization Workflow

  • Profile: Profile performance to identify bottlenecks
  • Analyze: Analyze profiling data to identify issues
  • Optimize: Optimize based on profiling data
  • Test: Test optimizations in target engine
  • Iterate: Iterate and refine as needed
  • Document: Document optimizations and trade-offs

Optimization Best Practices

  • Profile First: Profile before optimizing
  • Optimize Bottlenecks: Optimize identified bottlenecks first
  • Test Changes: Test each optimization individually
  • Measure Impact: Measure impact of each optimization
  • Iterate: Iterate and refine as needed
  • Document: Document optimizations and decisions
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