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Wednesday, October 24 • 2:30pm - 3:20pm
A Thousand Cuts Down to 5 (How to Keep Unity's Drawcalls and Other Bottlenecks in Check)

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Unity games have an ill-deserved repuatation for suffering performance wise on mobile, VR and consoles (most notably the Nintendo Switch) from a number of factors such as CPU, drawcalls, shaders & fillrate. These problems are usually caused by developers building for pc and not tracking performance considerations for other platforms.

Worse, these issues are often only addressed to late in development when porting to a new platform, and can only be resolved in time by cutting features & content.

Using the case study of a GearVR title this talk will both detail how to build tools for your game to manage asset & level optimization, as well as how to interpret profiler and debug information to know how you need to rebalance optimization and where.

The examples and approaches outlined will focus heavily on ensuring that assets don't need to be reworked by hand and that optimization tweaks can be iterated as quickly as possible.


Kieron Lord

Kieran is a developer who’s done a bit of everything, working as a programmer and designer in VR, AR, AI, mobile, tools development, education, both in games and broader applications. Over the years he’s worked in AAA studios, indie teams, industry education and non-games startups.In... Read More →

Wednesday October 24, 2018 2:30pm - 3:20pm AEDT
ROOM 209