Your First Tuning Session on a Production Scene
Applying a new performance tool to an active game project can be daunting. This workflow outlines the recommended procedure for your initial tuning pass.
Step 1: Duplicate Scene / Branch ──> Step 2: Bind Camera Route ──> Step 3: Establish Baseline ──> Step 4: Run Trials ──> Step 5: Journaled Apply
1. Branch Safety & Scene Isolation
Before touching quality settings:
- Create a dedicated git branch:
git checkout -b perf/devicefit-initial-tuning. - Duplicate your primary gameplay scene as
Scene_PerformanceLab.unity. - Strip any non-deterministic elements (such as random AI spawner scripts) or replace them with fixed
FixtureAdaptercomponents.
2. Setting Up the Route Runner
- In
Scene_PerformanceLab.unity, create an empty GameObject named[DeviceFit Runner]. - Attach the
RouteRunnercomponent. - Open Tools > Decnet > DeviceFit > Create Route.
- Fly your Scene view camera through the most demanding section of your level (e.g. looking across the entire map or walking through dense foliage).
- Add 4 to 6 checkpoints capturing key vistas. Mark at least one checkpoint with dense lighting as a Visual Checkpoint.
- Save the route as
Assets/Routes/Main_Vista_Route.assetand assign it to theRouteRunner.
3. Capturing the Baseline
- Open Tools > Decnet > DeviceFit > Experiment Desk.
- Set your execution mode to In-Editor Emulation.
- Create an
ExperimentBudgettargeting your project’s framerate (e.g. $16.67\text{ ms}$ for 60 FPS). - Click 1. Capture Baseline.
- Let the runner complete all 3 passes without moving your mouse or clicking on other applications.
4. Analyzing & Running Trials
- Click 2. Review Evidence to inspect the diagnosed bottleneck.
- If the bottleneck is GPU-bound, enable Shadows and LOD in the tuning plan.
- Click 3. Plan Trials followed by 4. Run Reviewed Plan.
- Review the candidate delta table:
- Identify candidates that save frame time above the noise floor ($\ge \max(0.5\text{ms}, 2\%)$).
- Check the Visual Comparison window to verify shadow and mesh quality.
5. Applying and Verifying
- Select the winning non-dominated candidate.
- Click 6. Apply Reviewed Config.
- Verify that your URP Asset has updated in the Project window.
- Open Tools > Decnet > DeviceFit > Applied Changes to confirm the SHA256 journal entry was created.
- Re-run 1. Capture Baseline to confirm that the new steady-state frame time matches the trial prediction!