Stadia Adventures in slow server code on Unity

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Опубликовано 15 марта 2022, 17:04
A story about profiling, debug build performance, job managers, and getting the burst compiler to work on a legacy Unity project called Stadia Adventure.

Long-time C++ game engineer Scott Wardle finds an odd performance bug that inspires him to optimize Stadia Adventure server code. After getting stuck at first, he makes a model app to work out how to use Burst.CompileFunctionPointer, and get Unity’s Job System to run Managed C# code. This optimizes the Stadia Adventure’s strangely slow server code finding a debugger bug along the way.

Resources:
Github unity jobs sample → goo.gle/3pOAoJ9
Download the presentation → goo.gle/3CnQCOy

Speaker: Scott Wardle

Watch more:
Cloud Games and Infrastructure Track → goo.gle/gamedevsummit-cloudinf...
All Google for Games Developer Summit Sessions → goo.gle/gamedevsummit-all22

Subscribe to Google Developers → goo.gle/developers

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product: Stadia - General; event: Google for Games 2022; fullname: Scott Wardle; re_ty: Publish;
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