Front end bottlenecks

We have already covered some techniques on mesh optimization in Chapter 4, Kickstart Your Art, which can help reduce our mesh's vertex attributes. As a quick reminder, it is not uncommon to use a mesh that contains a lot of unnecessary UV and Normal vector data, so our meshes should be double-checked for this kind of superfluous fluff. We should also let Unity optimize the structure for us, which minimizes cache misses as vertex data is read within the front end.

We will also learn some useful Shader optimization techniques shortly, when we begin to discuss back end optimizations, since many optimization techniques apply to both Fragment and Vertex Shaders.

The only attack vector left to cover is finding ways to reduce actual ...

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