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Profiling and optimising by day, making commercially unsustainable games by night
Establish your "frame budget" and what metric you need to use to measure it.
There is an important distinction between "I want my game to run at 60fps" and "Every frame has 16.6ms to render".
FPS is an average don't be tricked by it!
Use profilers :)
Establish your "frame budget" and what metric you need to use to measure it.
There is an important distinction between "I want my game to run at 60fps" and "Every frame has 16.6ms to render".
FPS is an average don't be tricked by it!
Use profilers :)
Understand your target platform's hardware constraints!
Did you know on mobile you should leave at least 30% of the frame idle to prevent CPU throttling from the heat being generated?
Understanding the hardware helps you make better decisions and games.
Understand your target platform's hardware constraints!
Did you know on mobile you should leave at least 30% of the frame idle to prevent CPU throttling from the heat being generated?
Understanding the hardware helps you make better decisions and games.
I'm Joe I talk a lot about game development, my day job is to work for Unity helping developers optimise and port their games for different platforms.
By night I make experimental narrative games (typically with a lot of fun UI)!
I'm Joe I talk a lot about game development, my day job is to work for Unity helping developers optimise and port their games for different platforms.
By night I make experimental narrative games (typically with a lot of fun UI)!