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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. Slow rendering and iteration cycles, delaying content updates. Cross-Platform Considerations Live-service games must be optimized for PC, console, and mobile. Challenges include: (i).

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

Big Games

Unreal Engine Here’s an overview of these two dynamic mechanisms that will help you understand what they are, how they work, and the merits they offer to Android programmers: Unity It is a popular game engine renowned for its cross-platform compatibility and intuitive user interface that supports both 2D & 3D game development.

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Penny Wise and Pound Foolish

Grumpy Gamer

For those of you not in-the-know, FMOD is a cross-platform music and sound middleware engine and it’s quite impressive. I was using a thin layer of SDL to create windows and pass along input events (rendering didn’t use SDL for performance reasons).

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Godot 3's renderer design explained

Mircosoft Game Dev

Godot uses a considerably different approach to rendering (and rendering abstraction) than other, popular, game engines. This document was written in hopes to find more developers that would like to help us write rendering code, as it explains the overall design. Running the whole graphics rendering in a separate thread.

Render 52
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[Tutorial]A Comprehensive Explanation of Deferred Rendering - Guide to Cocos Cyberpunk Source Code

Cocos

This article will delve into the principles, implementation details, common issues and solutions, memory overhead, and compatibility of the Deferred Rendering technique. The rendering stages involved in Deferred Rendering. The problems that are solved by Deferred Rendering. Solution for transparent object rendering.

Render 52
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Penny Wise and Pound Foolish

Grumpy Gamer

For those of you not in-the-know, FMOD is a cross-platform music and sound middleware engine and it's quite impressive. I was using a thin layer of SDL to create windows and pass along input events (rendering didn't use SDL for performance reasons). One of the things I messed up on was not integrating FMOD.

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Shaping the Future of Graphics with NVIDIA Technologies in Unreal Engine 5

Nvidia

DLSS uses advanced AI rendering to produce image quality comparable to native resolution, and in some cases even better quality, while only conventionally rendering a fraction of the pixels. Balancing quality and performance is done by controlling the game’s internal rendering resolution. Reflex Stats and Latency Markers.