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Strategies for Optimizing Multiplayer Games in Unity

Logic Simplified

The Unity Profiler provides tools for detecting issues that affect CPU, GPU, rendering, and memory performance. Rendering Analysis: Monitors draw calls, overdraw, and other performance metrics. Rendering Analysis: Monitors draw calls, overdraw, and other performance metrics.

Games 78
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CGS Dept. Head of VFX enters KitBash3D's Mission to Minerva Challenge

CG Spectrum

Head of VFX Daniel Hourigan ( Aquaman , The Hunger Games: Mockingjay , Terminator: Dark Fate ) takes us through how he built his KitBash3D Mission to Minerva settlement in Houdini, detailing key steps from his recent informative livestreams, including a great workaround for creating a fast rendering volumetric glow. Selecting a base terrain.

Terrain 98
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Scaling Art Production for Live-Service Games: Challenges, Innovations, and Future-Ready Pipelines 

iXie gaming

Slow rendering and iteration cycles, delaying content updates. Polygon count and texture optimization to maintain performance. Procedural Generation By automating terrain, foliage, and props, procedural generation: (i). AWS Game Development for cloud-rendering scalability. Common issues include: (i).

Art 52
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Dev snapshot: Godot 4.0 beta 13

Mircosoft Game Dev

Editor: Keep terrain choice when changing layer in TileMap editor ( GH-70601 ). Rendering: Fix polyline not supporting closed polygons and not having a uniform width ( GH-62236 ). Rendering: Fix scaling issue in draw_line and similar methods ( GH-69851 ). Editor: Move remote debug buttons to a single menu ( GH-70701 ).

Beta 99
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Optimize Vegetation Generation

Mnenad

Since the last post I’ve been working on the terrain’s vegetation. Static batching : combines static (not moving) GameObjects into big Meshes, and renders them in a faster way.     Some very basic tips: Rather be sure how much polygons you need before-hands and keep it as low as possible.

Mesh 52
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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 After meeting the initial goal, we hired karroffel to continue her work on GDNative (more about this below) and work on a new rendering backend. New physically based 3D renderer.

Render 52
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The Lost Ark Has Found its Way

Deconstructor of Fun

Many innovative visual effects that have become mainstream within the past generation cannot be utilized in Lost Ark, such as physically-based material rendering (PBR), dynamic lighting, etc. The static lighting and shadow rendering are excellent. Oily skin texture). Fortunately, the art design of the game performs well.