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Strategies for Optimizing Multiplayer Games in Unity

Logic Simplified

Optimizing bandwidth usage through data compression and server load balancing is crucial for large-scale multiplayer experiences. Graphics Settings: Balance Performance & Visual Quality The settings that control graphics quality determine the smoothness of multiplayer gameplay. What worked?

Games 78
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Enhancing Mobile Game Performance: Essential VFX Techniques for Visual Excellence 

iXie gaming

However, achieving this level of visual excellence without compromising performance on mobile devices is a delicate balancing act. Techniques such as using lower-resolution textures, controlling particle spawn rates, and optimizing the lifespan of particles can significantly reduce the load on the GPU.

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Pushing Unity to the Limit: How to Optimize Performance for AAA-Quality Gameplay 

iXie gaming

Textures, geometry, and audio assets that arent optimised can easily strain memory and GPU resources. Textures: Use texture atlases, apply compression formats suited to your target platform (e.g., Reduce variants, embrace GPU instancing, and bake lighting when possible.

AAA 52
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Crazy and Fun Time Management Kitchen Game

Logic Simplified

Tap to grill, bake and prepare dishes to the top. As a result, when a dish is upgraded, it requires a different texture or possibly an entirely new model. After various iterations, we achieved the perfect balance of the freemium model, social scalability and sheer cooking mastery. Our Solutions - How we helped the client.

Games 52
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Godot 3's renderer design explained

Mircosoft Game Dev

At the end of the day, the use case where Vulkan and DirectX12 make the most sense is when you have hundreds of thousands of objects, which are all different (different geometry, textures, etc.), Detect when shaders read from screen texture and automatically copy screen to back-buffer on demand. On a texture, a dual paraboloid is used.

Render 52
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Making a Top Gun and Star Wars-inspired fan film in Unreal Engine

CG Spectrum

I found one beautiful high-poly model by Charles Woods on Sketchfab, but the textures were made to look a little too damaged for what I was looking for. I built out Blueprints for each type of crew member and X-Wing, assembling components into reusable units. Staying organized.

Film 98
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The next big step: Godot 4.0 reaches Beta

Mircosoft Game Dev

Last but not least, lightmaps baking is now done using the GPU to speed up the process significantly. Volumetric fog is making its first appearance in Godot 4, balancing a realistic look and fast performance, thanks to the use of temporal reprojection. You can stream regions, which makes the system applicable to large open spaces.

Beta 52