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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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“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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Compute Shader is a relatively popular technology today, such as in the previous “Moonlight Blade Mobile Game” and the recently popular “Naraka: Bladepoint”. Unity’s official introduction to Compute Shader is as follows: https://docs.unity3d.com/Manual/class-ComputeShader.html. The Compute Shader runs on the GPU like other Shaders, but it is independent of the rendering pipeline. We can use it to implement a large number of

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The annual UWA DAY is about to open, and the tickets are on sale. Judging from the topics announced, this UWA DAY 2022 conference is more diversified and will focus on game project development-related topics including back-end technology, technical art, test development, production, designing and cutting-edge technology, etc., to bring a rich and highly valuable

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Post-processing is a technology that performs algorithmic processing on the original game screen to improve the quality of the screen or enhance the effect of the screen, which can be achieved through the shader Shader program. Overview Deformation special effect is a type of post-processing technology that processes and enhances image effects. It is often used

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