Using DOTS to Optimize GameObject Gameplay: A Case Study from Survival Kids
This talk provides a few examples from a real game showing how performance-intensive paths were optimized. As I've mentioned before, I love reading or watching these optimization stories from the "tech trenches," and I definitely recommend checking the recording later.
It covers a few techniques, including how to:
- Use Entities systems to update MonoBehaviors
- Do position checks effectively
- Use a Transform Access Array to update Transforms fast in worker threads
There were only 3 cases, but how the talk was delivered is at a super high level. Kudos to Andy for the excellent storytelling
This talk provides a few examples from a real game showing how performance-intensive paths were optimized. As I've mentioned before, I love reading or watching these optimization stories from the "tech trenches," and I definitely recommend checking the recording later.
It covers a few techniques, including how to:
- Use Entities systems to update MonoBehaviors
- Do position checks effectively
- Use a Transform Access Array to update Transforms fast in worker threads
There were only 3 cases, but how the talk was delivered is at a super high level. Kudos to Andy for the excellent storytelling
🔥16👍4
Sounds like the exactly same advice from the last year about shader variants and how to optimize it. Nicolas goes into more details how keywords and variants work
👍6🔥4
Everyday Unity
Sounds like the exactly same advice from the last year about shader variants and how to optimize it. Nicolas goes into more details how keywords and variants work
Use ifs in shaders instead of keywords. Profile it. It might be better for your case.
🔥6👍1
Everyday Unity
Sounds like the exactly same advice from the last year about shader variants and how to optimize it. Nicolas goes into more details how keywords and variants work
The final tip on shaders about how to check what goes into build
🔥6👍2
It was quick overall. Not as rich in advice as previous years. Especially 2017-2019 talks on the same topic, which are my all time favourites.
Make sure to check them, here is my overview of these talks: https://gamedev.center/best-optimization-tips-by-unity-engineers-at-unite/
Make sure to check them, here is my overview of these talks: https://gamedev.center/best-optimization-tips-by-unity-engineers-at-unite/
🔥5👍1
Talk: Understanding Unity Memory
I recommend checking the recording as Richard gives a gentle intro into how memory works. It must be interesting if you haven't learned it before.
There were a few slides that caught my attention:
- how to use unsafe to allocate your data sequentially in memory in his particular case
- other GC in Unity used for assets etc
- when to split big structs
I recommend checking the recording as Richard gives a gentle intro into how memory works. It must be interesting if you haven't learned it before.
There were a few slides that caught my attention:
- how to use unsafe to allocate your data sequentially in memory in his particular case
- other GC in Unity used for assets etc
- when to split big structs
🔥14👍2