|
|
|
|
|
by MrLeap
962 days ago
|
|
I have personally been responsible for optimizing unity games you haven't heard issues like this about ;) This write-up really points the finger at not solving occlusion culling or having good LOD discipline. Give a person a dedicated optimization mandate and you can avoid most of this. One of the first things I do when I'm profiling is to sort assets by tris count and scan for excess. I wonder if they had somebody go through and strategically disable shadowcasting on things like those teeth? I am guessing that they made optimization "everybody's responsibility" but nobody had it as their only responsibility. |
|
However, I also find the suggestion that because there are other high profile examples of unity projects with performance issues, it must be a problem with unity.
You don’t hear that about Unreal Engine, despite the fact that there are poorly optimized UE games.
Such a bizarre set of assumptions.