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Strategies for Optimizing Multiplayer Games in Unity

Logic Simplified

Through Occlusion Culling the performance improves due to effective rendering of objects which extend past visible camera range. Open-world multiplayer games experience smooth performances when they implement LOD together with occlusion culling systems.

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Dev snapshot: Godot 4.5 beta 4

Mircosoft Game Dev

Rendering: Fix underculling of occulusion culling ( GH-108347 ). Rendering: Always perform color correction and debanding on nonlinear sRGB values ( GH-107782 ). Rendering: Fix crash when creating voxel GI data ( GH-108397 ). Changelog 79 contributors submitted 168 fixes for this release. beta3 snapshot.

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Building a City Driving Game with the Untold Engine - Part I

Harold Serrano

For example, the engine does not have any culling mechanism. However, for this to happen, I need to make the game educational so that my wife approves of it. So, what issues did find? Even though the setup took a few minutes, I saw problems right away. Loading times were too long and Z-fighting was apparent. Stay tuned for part-II

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Release candidate: Godot 4.4.1 RC 2

Mircosoft Game Dev

XR: Correct occlusion culling viewport location calculation when projection uses asymmetric FOV ( GH-104249 ). Rendering: Vulkan: Disable layers in editor deemed buggy by RenderDoc ( GH-104154 ). Rendering: Fix Metal handling of cube textures; assert equal dimensions ( GH-104341 ). This release is built from commit abef5e0d2.

Bug
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Maintenance release: Godot 4.4.1

Mircosoft Game Dev

XR: Correct occlusion culling viewport location calculation when projection uses asymmetric FOV ( GH-104249 ). Thirdparty: Theora: Fix YUV422/444 to RGB conversion ( GH-102859 ). Thirdparty: Update to latest version of Swappy ( GH-103409 ). Thirdparty: mbedTLS: Update to version 3.6.3 security fix) ( GH-104562 ). release.

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Dev snapshot: Godot 4.5 beta 1

Mircosoft Game Dev

GH-100283 ) Overhaul the cull mask internals for Lights, Decals, and Particle Colliders. ( And more Add new StandardMaterial properties to allow users to control FPS-style objects (hands, weapons, tools close to the camera). ( GH-93142 ) Fragment density map support. ( GH-99551 ) Implement motion vectors in mobile renderer. (

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Some Thoughts on Cancelled Games that were in Preproduction for 5+ years…

Ask a Game Dev

A few months later, the experimental project was cancelled and the remaining team was let go in a situation very much like what happened to Perfect Dark, Everwild, the Zenimax MMOG, and all the other preproduction games that met their demise during the recent Microsoft culling.