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October 1, 2020
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Ruben Torres Bonet's Expert Blogs

How to profile and work on the editor at the same time without affecting your performance results with the Unity Standalone Profiler


Choosing your next shader? Strike the balance between your dream visuals and the performance you take away. Today, I'll give you handy tables so you can see the performance cost of the common unity shaders


How can you profit from using C# 7.0 local functions in your game? Let's find out


Posted by Ruben Torres Bonet on Thu, 02 Jul 2020 10:52:00 EDT in Programming, Console/PC, Indie, Social/Online, Smartphone/Tablet, VR
Today, I will show you around the neat memory map visualization mode that this experimental package brings to your table: How is your memory layout structured? What memory regions does Unity have? How fragmented is your memory?


In this post, you will learn how to analyze your unity shader complexity with numbers so you finally can: - Stop being fragment-bound in your unity game performance and... - Compare the GPU complexity between two shaders


Today, I had the pleasure to interview Ian Deane. Ian is the developer behind Mesh Baker, the famous Unity asset that lets you drastically reduce your draw calls so your game runs at substantially higher frame-rate. Welcome Ian!


In this article, I'll show you how to apply Unity C# 7.0: ref locals & returns to simplify your game code and make your programming intentions clear when you deal with C# value types.


In this post, you will show you how to use the experimental Unity Memory Profiler package to find exactly where you are wasting memory on your game.


In today's blog post, I'll show you how to measure how long it takes your GPU to draw each of your game elements. No matter if you are an artist, programmer or designer.... Reading this post will help you find out where to start optimizing.


In this post, I'll show you how to know if your game performance is suffering from too many Unity Draw Calls and what to do about it.


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