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Unity Game Optimization

You're reading from   Unity Game Optimization Enhance and extend the performance of all aspects of your Unity games

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Product type Paperback
Published in Nov 2019
Publisher Packt
ISBN-13 9781838556518
Length 404 pages
Edition 3rd Edition
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Authors (2):
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Dr. Davide Aversa Dr. Davide Aversa
Author Profile Icon Dr. Davide Aversa
Dr. Davide Aversa
Chris Dickinson Chris Dickinson
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Chris Dickinson
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Toc

Table of Contents (15) Chapters Close

Preface 1. Section 1: Base Scripting Optimization
2. Evaluating Performance Problems FREE CHAPTER 3. Scripting Strategies 4. Section 2: Graphical Optimizations
5. The Benefits of Batching 6. Optimizing Your Art Assets 7. Faster Physics 8. Dynamic Graphics 9. Section 3: Advance Optimizations
10. Optimizations for Virtual and Augmented Reality 11. Masterful Memory Management 12. The Data-Oriented Technology Stack 13. Tactical Tips and Tricks 14. Other Books You May Enjoy

Dynamic Graphics

There is no question that the Rendering Pipeline of a modern graphics device is complicated. Even rendering a single triangle to the screen requires a multitude of graphics API calls. This includes tasks such as creating a buffer for the camera view that hooks into the operating system (usually via some kind of windowing system), allocating buffers for vertex data, setting up data channels to transfer vertex and texture data from RAM to VRAM, configuring each of these memory spaces to use a specific set of data formats, determining the objects that are visible to the camera, setting up and initiating a draw call for the triangle, waiting for the Rendering Pipeline to complete its task(s), and finally, presenting the rendered image to the screen. However, there's a simple reason for this seemingly convoluted and over-engineered way of drawing such a simple...

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