Performance A Case Study: Post Processing Effects at 60 FPS on Mid-Range Smartphones In 2017, we started a cooperation with Arm [https://www.arm.com/], the UK-based chip designer, whose chips are found in over 95% of the world's smartphones. Initially, the motivation for
Performance Massive Battle in the Spellsouls Universe - Unite Austin 2017 New and exciting technologies are coming to Unity in the form of Job System, C# Compute Compiler and a new Entity-Component System.
Rendering The AAA Graphics of Spellsouls: The Journey to 60FPS on Mobile - Unite Austin 2017 Listen in on how we created a PBR-like shader that runs on mobile, scaled the game across a wide range of devices (low-end toasters included), and all the other various optimizations we implemented necessary to reach silky-smooth 60FPS.
Performance Building Sprite Sheets at Runtime - Unite 2016 Using Sprite Sheets brings about a huge gain of performance to anything rendered in 2D. In this talk, I show how to make all the necessary tools to have your own run-time created Sprite Sheets.
Performance Mobile Optimisation Techniques - Unite Europe 2015 Together with Tomislav Rakic, I explain the optimization techniques that we used to bring Top Eleven 2015 to a wide range of devices.