In spite of these improvements, the character models are still unfinished and will be significantly improved later in the game's development. A handful of minor superficial improvements have been made to character models, especially boobs, eyes, butts, and bellies. As is customary, balls and ears are still a little uncooperative. Animations are still nowhere near final, but you should encounter significantly less jitter during interactions, and floppy bodies should now behave more predictably. As part of the IK/physics system overhaul, alll character physics and interactions have been cleaned up a little bit. Performance optimization: Deprecated code and unused systems have been removed. Characters now initialize in a fraction of the time it used to take, resulting in faster load times. Performance optimization: The character build sequence has been significantly streamlined. In particular, the new character rendering system uses memory much more efficiently, and textures are properly disposed more reliably. Performance optimization: The game has been thoroughly swept for memory leaks and places where memory use can be reduced. Performance optimization: The character rendering system now uses a much more aggressive, intelligent culling system to avoid unnecessary animation calculations and redundant draw calls. In addition to massively improving runtime performance, this also dramatically reduces the memory footprint of each character. Almost all functionality that previously relied on CPU pixel manipulation is now done via shaders on the GPU. Performance optimization: The entire character texture system has been refactored to take advantage of some clever RenderTexture manipulation. Performance optimization: Every line of code (67119, for those keeping track at home) has been swept for general performance optimizations, like instantiation reduction, runtime string manipulation reduction, unnecessary/uncached GetComponent calls, unnecessary vector magnitude calculations, etc. Post processing now performs significantly faster. Performance optimization: Most post-processing effects have been moved to Unity's experimental new post-processing stack. The amount of physics/IK-related jitter should be tremendously reduced. As a result, everything runs MUCH smoother, and much more predictably. Performance optimization: The physics and IK systems have been refactored, taking advantage of Unity's new-ish script execution ordering. The game should now run at significantly higher framerates on all machines, especially in circumstances where multiple subjects are loaded simultaneously. A massive amount of performance optimization has been done.
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