Remove Concepts Remove Culling Remove Terrain
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Strategies for Optimizing Multiplayer Games in Unity

Logic Simplified

Optimization Strategies: Static Batching unites several stationary game elements into a single GPU drawing operation (such as terrain together with buildings). Through Occlusion Culling the performance improves due to effective rendering of objects which extend past visible camera range.

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Why does Godot use Servers and RIDs?

Mircosoft Game Dev

Rendering, while mostly a sequential process (GPUs are sequential), can be parallelized in a few places, like frustum culling and (in modern APIs such as Vulkan, Metal or DirectX12) creation of command lists. To make this easier, we came up with the concept of Servers. How is this achieved? For Physics, it's a bit more difficult.

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