Remove Culling Remove Shaders Remove Sprite
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Strategies for Optimizing Multiplayer Games in Unity

Logic Simplified

The optimization of shaders combines calculation simplification methods which lowers both shader passes and processing redundancy. Through Occlusion Culling the performance improves due to effective rendering of objects which extend past visible camera range.

Games 78
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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

This beta includes a few big changes which may interest a lot of users: Animated sprites, both 2D and 3D, now support options for more precise timing of individual frames ( GH-65609 ). Rendering: Use proper indices for lights, decals, and reflection probes in mobile scene shader ( GH-70929 ).

Beta 106
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Dev snapshot: Godot 4.0 beta 11

Mircosoft Game Dev

This beta includes a few big changes which may interest a lot of users: Animated sprites, both 2D and 3D, now support options for more precise timing of individual frames ( GH-65609 ). Rendering: Use proper indices for lights, decals, and reflection probes in mobile scene shader ( GH-70929 ).

Beta 81
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Maintenance release: Godot 3.2.2

Mircosoft Game Dev

This drastically reduces drawcall-related bottlenecks and can give massive gains in specific scenarios (drawing lots of sprites, big TileMaps, text rendering). Top: 10,000 Sprites with a randomized modulate and position. Bottom: 8 layers of a screen full of "A"s with two Sprites intermixed. Can you spot the difference?

Debug 52