Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Unity Game Optimization

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

Arrow left icon
Product type Paperback
Published in Nov 2019
Publisher Packt
ISBN-13 9781838556518
Length 404 pages
Edition 3rd Edition
Languages
Tools
Arrow right icon
Authors (2):
Arrow left icon
Dr. Davide Aversa Dr. Davide Aversa
Author Profile Icon Dr. Davide Aversa
Dr. Davide Aversa
Chris Dickinson Chris Dickinson
Author Profile Icon Chris Dickinson
Chris Dickinson
Arrow right icon
View More author details
Toc

Table of Contents (15) Chapters Close

Preface 1. Section 1: Base Scripting Optimization FREE CHAPTER
2. Evaluating Performance Problems 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...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image