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Advanced GPU optimization techniques in Unity 6 • Insights from Unite 2024

PreMortem.Games

Overdraw optimization In cases where the GPU is pixel-bound, a common cause is overdraw, where pixels are shaded multiple times in a frame. This increases the likelihood of multiple passes being applied to the same pixel, taxing the GPU even more. In some cases, Solid Angle Culling reduced ARTAS processing time by 60%.

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Release candidate: Godot 3.2 RC 3

Mircosoft Game Dev

Editor: Fix import of AtlasTextures with semi-transparent pixels ( GH-35363 ). Rendering: Fix shadow culling with orthogonal camera and wrong VIEWPORT_SIZE shader builtin ( GH-35406 ). Notable changes since RC 2: Android: Virtual keyboard now respects LineEdit max length ( GH-35438 ). Core/Editor: Various memory leaks fixed.

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Full Unity 2D Game Tutorial 2019 – Making Mini Map Mask

Game Development

Then set the pixels per unit to 64 and click apply to update the sprites. Finally we update the culling mask and remove the default layer by clicking on it. We could use a mask to render that rectangle as a circle by using an image of a circle surrounded by transparent pixels and applying it as a mask to our mini map texture.

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2024 Cherry-picks

Mircosoft Game Dev

Look at these shiny highlights: 2D physics interpolation 2D hierarchical culling Mesh merging Discrete level of detail (LOD) ORM materials Text to speech Arctic Eggs This game about cooking eggs in a cold climate found great reception on the internet. The feature freeze for 3.6 July The Godot robot plushies took the internet by storm.

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Unlocking GPU Intrinsics in HLSL

Nvidia

For example, a shader can use warp shuffle instructions to exchange data between threads in a warp without going through shared memory, which is especially valuable in pixel shaders where there is no shared memory. For example, warp shuffle can be used to optimize memory access in algorithms like light culling. x, u1 mov r3.yz,

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Godot 3.4 is released with major features and UX polish

Mircosoft Game Dev

Rendering: Portal occlusion culling. Portal occlusion culling. Up till now a significant missing feature in the renderer has been the ability to cull (prevent rendering) objects that are within the camera view, but occluded by another object (for instance a wall). Core: Promote object validity checks to release builds.

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Godot's new renderer, progress report #2

Mircosoft Game Dev

Improve Culling: Portals (rewrite as polygon-based) and Rooms. Atlas cells are assigned according to their size in pixels on the screen (e.g. TODO for Milestone #3 (December 2016). Implement the new version of the Godot SVO-based Light Baker. Implement Particle Shaders, with support for: Sorting, Collision and Soft Particles.

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