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Emerging Trends in Game Art: Real-Time Rendering, Stylized Game Art, and Beyond 

iXie gaming

By 2026, the gaming industry is expected to reach $321 billion , with real-time rendering and AI-driven game art playing a pivotal role in its growth. What was once a domain dominated by pre-rendered graphics and traditional artistry has now shifted toward real-time rendering, highly stylized visuals, and experimental aesthetics.

Art 52
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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. The Unity Profiler provides tools for detecting issues that affect CPU, GPU, rendering, and memory performance. Rendering Analysis: Monitors draw calls, overdraw, and other performance metrics.

Games 71
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VFX Reel Mistakes That Could Cost You Jobs

Filmustage

Poor Quality Renders The foundation of an effective presentation relies on pristine output quality. Implement 1080p resolution rendering with 8-10 Mbps bitrate settings. 264 codec configurations to balance visual fidelity and file management requirements. 264 codec, providing a cutting-edge balance for online submissions.

Render 52
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Scaling Art Production for Live-Service Games: Challenges, Innovations, and Future-Ready Pipelines 

iXie gaming

The answer lies in scalable art production pipelines that balance speed, quality, and cross-platform optimization. Resource Constraints Balancing in-house teams vs. outsourcing remains a major challenge. Slow rendering and iteration cycles, delaying content updates. AWS Game Development for cloud-rendering scalability.

Art 52
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Unity vs. Unreal Engine: Which is Better for Android Game Development?

Big Games

Unreal Engine Created by Epic Games, it is well known for its advanced rendering capabilities and excellent visuals. Advanced physics and rendering tools for detailed environments. While it doesn’t match Unreal’s rendering power, it balances quality and performance well for smartphone devices.

Engine 52
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Ascent of Ashes dev switches to Godot halfway development “Not as chaotic as Unity”

PreMortem.Games

RimWorld is balanced around sitting on a single map, with everything easily accessible. For example, one of the things DOTS handled really well was rendering large amounts of entities. Without it, rendering the 800.000 tiles that compromise the game map became problematic, so the team had to spend a week on optimizing that.

Dev 104
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Five Unique Real-Time Rendering Tips from NVIDIA Experts

Nvidia

During the AMA, the editors offered some valuable guidance and tips on how to successfully integrate real-time rendering. Adam : There are many things to take into consideration when adding ray-traced effects to a game’s renderer. Neural rendering and neural graphics primitives are hot areas of research currently.