Remove Culling Remove Mobile Remove Tile
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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 3.0 is out and ready for the big leagues

Mircosoft Game Dev

Auto-tiling in tile maps. For low-end systems or mobile devices, we provide a more classical lightmapping workflow. Godot will pick the right compression for textures when importing for mobile, and supply them over the network. Auto-tiling in tile maps. Bullet Physics backend. New networked multiplayer API.

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Release candidate: Godot 3.5 RC 2

Mircosoft Game Dev

seen as small bumps between tiles on a GridMap). 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.

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The next big step: Godot 4.0 reaches Beta

Mircosoft Game Dev

Several new optimization techniques are also at your disposal, such as occlusion culling , automatic mesh LOD , and manual HLOD using visibility ranges , made possible by Joan Fons ( JFonS ), and Juan. Currently, mobile and web platforms are not available, with support likely coming in Godot 4.1. has been added by Je06jm. GDExtension.

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