A township tale pc9/18/2023 ![]() To help out rendering the game, Boramy and Serena created different Level of Details (LODs) for all of our objects, so we swap them as you move closer or further away, meaning an object up close has a much more detailed 3D model with a more complex rendering material, while the same object, when further away, has way less details. Players/Creatures don't animate when you're not looking at them, the models are not animated, but the bones that move colliders around still do We don't render some of the objects behind walls (occlusion culling) We don't render anything behind the player (frustum culling) What we already useīecause we use Unity we have some art optimisations right out of the box: logic setups are mostly dependent on the 3D models (to account for movement and collisions) and culling algorithms can become expensive due to the time to run them. There's obviously some grey area there, e.g. There's a myriad of optimisation techniques out there, some of them are very well known due to some developers discussing them in interviews, some of them less known and discussed only within the developer’s groups/events.īut I personally like to split them in 2 big buckets: code and art.Ĭode is how things behave, how the world is built, how the information is handled over the network, and it's impacted by the quality of your code, by how often you run that code and by how the logic blocks of your game are set up.Īrt is how things look, how the game is rendered, and it's impacted by the size of your 2D art/polygons of your 3D models, by the rendering pipeline used and by deciding what needs to be rendered and what can be hidden (aka culling). I'd like to share a bit of what I learned with this project and discuss some of the optimisation techniques delivered in our recent updates. For the past few updates we have slowed down the works on new content and prioritised the much needed Performance Optimisation.īut what does that mean? What are we actually doing? ![]()
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