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New platforms brought with them higher fidelity assets, the need for new solutions to technical problems, and consumer expectations of larger, more detailed, and more interactive game worlds – all of which meant that starting to work on a new console generation was expensive, and didn’t get much less expensive as time went on.
At Unite 2024, Unity’s development team introduced a series of advanced GPU optimization techniques aimed at improving rendering performance across various platforms. Whether you are developing for high-end PCs, consoles, or mobile devices, these methods are critical for delivering visually rich, smooth-running applications.
Delores had/has two full-time paid testers and before any build was uploaded to a store, it got a good deal of testing around the fix, plus a complete play through of 30 photos was required on each platform. Each of the stores uses the same "bits", but we still had to download each platform from each store and do a run through.
Delores had/has two full-time paid testers and before any build was uploaded to a store, it got a good deal of testing around the fix, plus a complete play through of 30 photos was required on each platform. Each of the stores uses the same “bits”, but we still had to download each platform from each store and do a run through.
In this build, we also built it for 32-bit platforms (armv7 and x86) as there was some demand for it, so you'll find the APK is a bit heavier. Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon.
Rendering: Portal occlusion culling. Platforms: Android: Scoped storage, Play Asset Delivery, input responsiveness. Portal occlusion culling. Although raster (pixel based) occlusion culling will not be available until Godot 4, some geometrical occlusion methods are being added to Godot 3. Large files support (> 2.0
We switched it back to disabled by default for all platforms. Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view.
Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. Core: Fix platform-specific issues with OS.set_current_screen() ( GH-63192 ).
Following on from the addition of OccluderShapeSphere in 3.4 , lawnjelly now brings us a more adaptable and easy way to add basic occlusion culling in the form of the OccluderShapePolygon. Anything behind the polygon will be culled from view. Core: Fix platform-specific issues with OS.set_current_screen() ( GH-63192 ).
Console support. Using GDNative, it's possible to easily extend Godot in C/C++ without recompiling the engine, and that for any platform. Here is an example using the older 3D platformer demo: VR support. Pre-compiled binaries for Windows are provided via the Asset Library , with other platforms coming soon.
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