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In-Game GPU Profiling for DirectX 12 Using SetBackgroundProcessingMode

Nvidia

As a result, running with a Debug build of an application may result in less optimal GPU workloads, for instance. Even for a Release build, the driver background optimizations may be turned on and off dynamically from frame to frame.

Shaders 116
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Dev snapshot: Godot 4.0 beta 13

Mircosoft Game Dev

You can now deploy your projects to all desktop platforms over SSH, as well as run a remote debug session similar to what we already offered for Android and Web. As the number of remote debug options is quite big by now, we’ve packed them neatly in a single drop-down menu ( GH-63312 , GH-70701 ). Jump to the Downloads section.

Beta 99
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Why 70% of Developers Prefer Unity for Mobile Game Development 

iXie gaming

Mobile gaming has become popular in recent times thanks to the growing number of mobile device users. Several mobile game engines are used to create mobile games. However, Unity has stood out as one of the most preferred and trusted mobile game engines. And that’s where Unity wins.

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Dev snapshot: Godot 4.0 beta 7

Mircosoft Game Dev

Editor: Add button to keep the debug server open ( GH-69164 ). The downloads for this dev snapshot can be found directly on our repository: Standard build (GDScript, GDExtension).NET NET 6 build (C#, GDScript, GDExtension). Editor: Fixes and improvements to Search Results dock ( GH-66574 ). Requires.NET SDK 6.0 specifically.

Beta 98
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2022 was a waste for my engine until this happened

Harold Serrano

But the main reason was the lack of direction for the game engine. For most of the year, I had no idea what to do with my game engine. I wanted to niche down my game engine to a game genre. But could not decide on the game genre. My instinct was to make the Untold Engine a Football Game Engine.

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Using Unreal Engine for AR and VR Development

Logic Simplified

There was augmented and virtual reality making breakthrough advances and with the Unreal Engine coming into the picture, the level of headway has been phenomenal for the development of the video game sector. The different components of Unreal tech allowed the creators to create a feature-fed game while maintaining its performance.

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In fighting games counting (comparing) frames on moves/animations is important, even for players. For other types of games, do developers or animators count or tweak to the frame? And when counting small amounts of time like that, how do most studios do it? Frames? Milliseconds?

Ask a Game Dev

Using frames as a specific time measurement is less helpful because development builds typically aren't optimized and may run at different frame rates based on what's going on. Our debug logging keeps tabs on everything in terms of milliseconds so we can see how temporally far apart events in the log fire.