Ruben Torres Bonet's Blog
We finally meet.
I am Rubén Torres Bonet, presently working as a Senior Game Programmer at ForceField XR in Amsterdam. Previously, I was a Technical Lead at Exozet Games.
I have worked in games such as: Star Trek Bridge Crew (Oculus Quest), Anne Frank House VR, Time Stall, Catan Universe, Diamond Dash, Jelly Splash, Blackguards, Carcassonne, Jochen Schweizer VR, ConcertVR PS4....
- Gamedev architecture
- Hardware and optimization
Reach out in Linkedin and my blog.
Here's a question for those of you who develop for Oculus VR... How much do you really know about the Oculus CPU and GPU hardware levels? Let's see what these hardware levels are doing to your game.
The common wisdom says "profile, optimize, repeat". Let me warn you: this won't always work. When you're done optimizing your low-hanging fruits, gains of 0.1 milliseconds/week become normal. This is when CPU Time Slicing can save your project.
Here's a Performance Checklist for Unity for you that I've been writing over the years. Use it to improve your game performance and avoid funny bottlenecks. Enjoy!
Upset at Unity's greedy behaviour? Stop this engine from stealing your memory on disabled game objects. You can do this with Unity: Save Memory now.
Here's how to choose the compression settings for your Addressable Groups and Asset Bundles to reduce wasted performance and storage cost
More content would be a great fit for my game, I thought. But I paid the price for my ignorance in proper Unity Memory Management.
Ruben Torres Bonet's Comments
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Hi Brian. r nOne can ...
Hi Brian. r nOne can do that in some cases to shave off a bit from loading times indeed. That will not work for run-time instantiated prefabs though. It will also require substantial refactoring if your scripts rely on GetComponentsInChildren type of calls during Awake. r nOther than those two ...