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.
Rendering The Real-time VFX of Spellsouls - Unite Europe 2017 Learn how to raise the quality bar and optimize VFX for real-time usage on mobile devices.
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.
Unity Porting Top Eleven to Unity WebGL In this article, you can expect to learn more about developing WebGL games using Unity, what challenges our team had and how we tackled them in order to release a new version of Top Eleven to the Web.
Rendering Writing Shaders - Unite 2015 In this informative talk, Yilmaz Kiymaz explains the basics of shaders, how they work and how they're written.
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.