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Techniques : 140 Posts

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Introduction As more and more mobile games are getting better quality, various performance optimizations on mobile phones are also working hard, and I can’t wait to dig out the performance of every transistor on the chip. However, when you have a mobile phone with “high scores but low performance”, do you always feel a sense

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“Unity Mobile Game Performance Optimization Series” consists of four parts. Today, we will introduce the last part: the trade-off between screen performance and GPU pressure, a total of 8 sections, including bandwidth, Overdraw, rendering effects, post-processing, Rendering strategy, Shader complexity, and many other common game graphics performance explanations. Overview Now, more and more mobile game

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(Continue from Introduction of the Raytracing Technology Part 1) 5. Path Tracing When Kajiya proposed the rendering equation in 1986, he also gave a solution to this equation. Kajiya converts the rendering equation into a path-integral-based form.   Path tracing is a variant of distributed ray tracing where each point only emits one reflected and refracted

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“Unity Mobile Game Performance Optimization Series” starts from some basic discussions on Unity mobile game optimization, exemplifies and analyzes some of the most common performance problems in mobile game projects developed based on Unity in recent years and shows how to use it. UWA’s performance detection tools identify and address these issues. The full series

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“Unity Mobile Game Performance Optimization Basics” starts from some basic discussions on Unity mobile game optimization, exemplifies and analyzes some of the most common performance problems in mobile game projects developed with Unity in recent years, and shows how to use the UWA’s performance detection tools to identify and address these issues. The contents include

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1. Introduction of the ASTC Texture Compression Format ASTC is an industry-leading texture compression format produced in mid-2012 after the emergence of OpenGL ES 3.0. Its compression blocks can be compressed from 4×4 to 12×12 to less than 1 bit for each pixel. There are many compression ratios to select from. The ASTC format supports

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“Unity Mobile Game Performance Optimization Series” starts from some basic discussions on Unity mobile game optimization, exemplifies and analyzes some of the most common performance problems in mobile game projects developed with Unity in recent years, and shows how to identify and resolve these issues by using UWA’s game performance monitoring tools. The content includes the basic

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Looking back at the Chinese game industry in recent years, involution has become the most empathetic keyword for gamers. Behind the involution, there is no doubt that the market competition is becoming more and more fierce and the demands of players are becoming more and more diverse. The key to supporting this transformation is the

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