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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. Rendering is significantly more efficient in Godot 4.0,

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Cocos Cyberpunk Source Code - A Valuable Learning Resource for 3D Game Development

Cocos

Is it compatible with mobile devices? Classify devices as high-end,middle-end,low-end based on their GPU performance A list of GPUs commonly found on mobile devices, which are classified into different levels Adjust graphics settings and disable certain effect according to the level of devices. without any additional configuration.

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Project Structure - Guide to Cocos Cyberpunk Source Code

Cocos

1、 Comprehensive TPS gameplay framework 2、 A reusable implementation of Custom Render Pipeline 3、 Forward & Deferred Rendering, PostProcessing 4、 Usage of Reflection Probes 5、 Static Occlusion Culling 6、 Compatible with High-end, Mid-end and Low-end devices In this article, we will locate the files that correspond to the features above.

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Dev snapshot: Godot 4.0 beta 5

Mircosoft Game Dev

Rendering: Added Viewport canvas cull mask feature ( GH-52350 ). Rendering: Add texture reading code to OpenGL3 renderer for web and mobile ( GH-68138 ). Multiplayer: Add peer authentication support to the default MultiplayerAPI( GH-67917 ). Rendering: Use opaque rendering pipeline for alpha hash materials ( GH-61884 ).

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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

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 ). Rendering: Use depth prepass to increase opaque render performance ( GH-70214 ).

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The 7 deadliest game dev sins. Are you guilty of any of them?

Awesome Tuts

5 Overusing cameras, especially on mobile devices. Learning how to use occlusion culling will also help you in this case. I usually call this class TagManager. If you’ve watched any of my videos, you’ll know what I’m talking about. If not, you have that inside Game Dev Pro. #5

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