Gamasutra is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
December 11, 2019
arrowPress Releases

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

Unity getting new rendering, machine learning, and performance tools

Unity getting new rendering, machine learning, and performance tools

March 20, 2018 | By Chris Kerr

Unity shared a glimpse of its Unity 2018 roadmap at GDC, explaining it'll be focusing on building out next level rendering, machine learning, and performance tools over coming months. 

The company showcased a smorgasbord of new features during its opening keynote (available to watch above, or read on the Unity blog), which might be of interest if you're one of the many devs using the popular game engine. 

Among those planned additions is a Scriptable Render Pipeline that allows for configurable, lean, user-centric rendering, and a GPU-based progressive lightmapper that gives instant feedback to artists during the process of tuning lights and baking at ~10x the speed.

Unity also intends to add Cinemachine Storyboarding, which is designed to aid developers who rough out their shots with Cinemachine and Timeline by letting them quickly construct and tweak grey-box levels and scenarios. 

The engine maker also outlined its commitment to "democratized" machine learning, with Unity keen to lower the barrier to entry so more devs can make machine learning an integral part of their projects. 

Beyond that, it pushed the notion of "performance by default," and said it's been working on a new high-performance multithreaded system that makes it possible for games to fully utilize the current crop of multicore processors without any headaches. 

"This is all possible thanks to the new C# Job System, a new way to write performant code by default utilizing our Entity Component System," added the company, explaining how that system works.

 "This is coupled with a new math-aware, backend compiler technology named Burst. Burst takes the C# jobs and produces highly optimized code for any platform you’re building to."

You can find out more about those features and more, including when they'll be available, by checking out the full keynote recap over on the Unity blog.

Related Jobs

PixelPool — Portland, Oregon, United States

Software Developer (Unreal Engine 4, Blueprint, C++)
Supergiant Games
Supergiant Games — San Francisco, California, United States

Engine Programmer at Supergiant Games
Sony PlayStation
Sony PlayStation — San Diego, California, United States

Character Rigging Supervisor
Snowcastle Games
Snowcastle Games — OSLO, Norway

Gameplay Programmer

Loading Comments

loader image