ANALISIS EFEKTIVITAS PENGGUNAAN TEXTURE ATLAS TERHADAP KINERJA RENDERING ASET 3D LOW-POLY PADA GAME ENGINE

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Authors

Mahfudz, Muhammad Fauzul Azim

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Politeknik Negeri Batam

Abstract

The 3D game industry continues to evolve alongside the increasing demand for high visual quality and optimal performance across various hardware platforms. One of the primary challenges in developing low-poly 3D assets is the high number of draw calls caused by the use of separate textures for each object, which can reduce frame rate stability and rendering efficiency. This study aims to analyze the effectiveness of using a Texture Atlas to improve the rendering performance of low-poly 3D assets in Unity. A quantitative research method with an experimental approach was employed by comparing two texturing techniques, namely Texture Atlas and Separate Textures, under identical scene conditions. Performance evaluation was conducted using Unity's Stats feature based on two parameters: Frames Per Second (FPS) and Draw Calls. Measurements were performed at four predefined camera positions, with five repetitions for each position. The results indicate that the Texture Atlas technique produces fewer Draw Calls and more stable FPS values than the Separate Texture approach. Therefore, the Texture Atlas technique is proven to be more efficient in improving the rendering performance of low-poly 3D assets in Unity.

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Full Page Artikel hasil penelitian Tugas Akhir.

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IEEE

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