Remove Culling Remove Mesh Remove Mobile
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Advanced GPU optimization techniques in Unity 6 • Insights from Unite 2024

PreMortem.Games

Whether you are developing for high-end PCs, consoles, or mobile devices, these methods are critical for delivering visually rich, smooth-running applications. Managing memory bandwidth On mobile devices, GPU performance is often limited by memory bandwidth, which impacts both energy consumption and thermal performance.

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Godot for AA/AAA game development - What's missing?

Mircosoft Game Dev

Additionally, the modern backend can implement rendering methods , such as forward clustered, mobile, and more in the future (such as deferred clustered, cinematic, etc.). and is intended to run on very old PC hardware as well as most older (still working) mobile phones. Mesh streaming : Models are loaded as low detail (few vertices).

AAA 145
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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

Import: Fix usages of mesh simplification functions in float=64 builds ( GH-67853 ). Rendering: Use proper indices for lights, decals, and reflection probes in mobile scene shader ( GH-70929 ). Rendering: Visual instance layers are regarded during shadow culling ( GH-70638 ). iOS: Fix contentScaleFactor ( GH-70478 ).

Beta 106
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Godot 3.4 is released with major features and UX polish

Mircosoft Game Dev

Rendering: Portal occlusion culling. Portal occlusion culling. Up till now a significant missing feature in the renderer has been the ability to cull (prevent rendering) objects that are within the camera view, but occluded by another object (for instance a wall). Core: Promote object validity checks to release builds.

UX 52
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2024 Cherry-picks

Mircosoft Game Dev

April Towards the end of 2023 we announced a collaboration with Google and The Forge to improve the performance of our Vulkan mobile backend. The PvP auto-battler with a medieval fantasy theme has quickly gained popularity with content creators! The work concluded in April, with the matching PR being split into the 4.3

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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

Import: Fix usages of mesh simplification functions in float=64 builds ( GH-67853 ). Rendering: Use proper indices for lights, decals, and reflection probes in mobile scene shader ( GH-70929 ). Rendering: Visual instance layers are regarded during shadow culling ( GH-70638 ). iOS: Fix contentScaleFactor ( GH-70478 ).

Beta 82
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Dev snapshot: Godot 3.5 beta 3

Mircosoft Game Dev

This adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. 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. back in 2020!

Beta 52