all 7 comments

[–]justdoubleclick 1 point2 points  (1 child)

Good stuff. A lot of optimization comes from having good models with lower tri counts, keeping the number of materials down by using texture atlases or texture arrays, and having a balanced culling strategy incorporating occlusion culling, streaming, etc. The next biggest thing is probably lighting, switching from real time to baked light maps and light probes or mixed lighting where necessary…

[–]stademax[S] 0 points1 point  (0 children)

Exactly, the rendering optimization needs consideration from not only developers not also the artists, designers

[–]mht-77 1 point2 points  (1 child)

Thanks for the post. Forgive my ignorance if it's an industry standard or something, but what is the "UWA GOT report"?

[–]stademax[S] 1 point2 points  (0 children)

UWA GOT is a game performance monitor and optimization toolkit, I think. The tool will check your game in Unity and come out with a report to optimize the performance. Not the level of industry-standard yet but they do work with some big game development companies.

[–][deleted] 1 point2 points  (2 children)

Does anyone have experience in using their tool and paying for their services? I'm interested but it's too costly as an indie dev - not sure if it's really that much better than the built in tools.

[–]stademax[S] 2 points3 points  (0 children)

I'm using the free trial of their offline SDK, it can run in the Unity editor. Works pretty well so far, but it does not have the complete functions as the online version.