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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

The problem of multithreading

Video games have great multithreading potential. In theory, every GameObject can be seen as a separate entity with its own life cycle and its own computation path. This would instantaneously increase your game performance with a lot of GameObject instances. Suppose that processing all the updates in the GameObject takes 1 ms. If you could have one thousand similar GameObject instances, that would take a full second but, if you can assign each update to a separate core, all the updates could run in parallel, and your total computation time would be exactly 1 ms. That represents a 100,000% speed boost!

Unfortunately, it is not so easy. As we said before, you cannot just assign a piece of code to a core and expect that everything keeps working. A big problem with writing multithreaded code is the risk of race conditions, deadlock, and bugs that are notoriously...

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