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Why do all games made with Unity run like shit?
Juan Gray
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Juan Wood
Devs at fault. We did some tests, reducing draw calls, removing bloat and writing code efficiently. Got at least 1k+ FPS(yes, 1000+) on a normal game scene with player behaviour an environment. Unity is very accessible, unlike Unreal Engine. Especially Unity's documentation. That may be why you get so many amateur games on Unity. Since the sample sizes are so different, it may seem that Unity games are worse, but that isn't the case. i.e, not enough amateur Unreal games, so you don't see non-performant games in Unreal often.
Logan Peterson
ECS or default component shit?
Joseph Robinson
They don't. Unity has some faults but most complaints are coming from console players. It's not unity's fault that both consoles use outdated mobile CPU.
Ryan Morgan
Unturned v.4 is being developed on the Unreal engine, despite versions 1-3 being developed on Unity.
Evan Hughes
Package solution.
Unreal has much worse performance and latency out of the box, though.
Evan Green
It's not, it's mostly on how you use it, Unity is really easy to access so every single beginner shows up and try to make something out of it without understanding anything beyond the basics.
Also it effectively doesn't help Unity case that their name is so shit, people are willing to pay to hide their splashscreen.
Ryan Powell
4000 poly models and pointlessly complex shaders. I just turn shading off.
Zachary Jenkins
What's a good 2D engine? I want to make a small fighting game to practice.
Or should I just stick with Unity?
Adrian King
We used our own interface-based components. Ditched the standard rendering pipeline. Reduced draw calls as much as we could. Honestly, draw calls are one of the biggest culprit as far as graphics go. Reduce them and you'll get 200 or so more FPS, easily.
Isaac Bell
what are draw calls, update() fixedupdate and all that monobehavior crap?
Jason Wilson
float Q_rsqrt( float number )
{
long i;
float x2, y;
const float threehalfs = 1.5F;
x2 = number * 0.5F;
y = number;
i = * ( long * ) &y; // evil floating point bit level hacking
i = 0x5f3759df - ( i >> 1 ); // what the fuck?
y = * ( float * ) &i;
y = y * ( threehalfs - ( x2 * y * y ) ); // 1st iteration
// y = y * ( threehalfs - ( x2 * y * y ) ); // 2nd iteration, this can be removed
return y;
}
Chase James
Unity's fine, but you should make sure to use your own collision detection and don't rely on Rigidbodies.
Joshua White
>We did some tests
WHO THE FUCK IS WE?!
Xavier Hill
not you lmao
Mason Diaz
Okay, thanks!
Austin Evans
They dont tho.
David Anderson
Is that rigidbody in general, I'm making my own "engine" (though i suppose if its just for one game its not really an engine) and I was thinking of using an existing rigidbody library for handling the physics and stuff
Easton Nelson
Godot is basic and extremely light. Fun for a practice game like that.
Thomas Phillips
void Update()
{
PUT WHOLE FUCKING GAME LOGIC HERE
}
Jonathan Lewis
What I'm if too much of a mathlet to do collision on my own?
Kevin Hill
Better put a nearly infinite While loop in it!
Gavin Lewis
Well... yeah. Everything you want to happen between frames.
Jaxon Parker
Furi, Hollow Knight, and Cuphead don't run like shit. Old meme is long dead, mong.
Ian Nguyen
Dunno, it's just that Unity's rigidbodies are a bit wonky sometimes.
You follow a tutorial, like I did.
youtube.com
Samuel Cruz
Draw Calls are related to the GPU, with CPU being the bottleneck in this this case. I don't want to go into the details, but I hope you can Google. Check out on "instancing" and "batching". These should be good starting points. Also, it's not a Unity specific feature. Most modern renderers have these concepts, albeit they might handle them differently. It's good to know how GPUs and engines handle data.
Michael Green
>Dunno, it's just that Unity's rigidbodies are a bit wonky sometimes.
They also seem pretty barren, it's nice to some degree but at the same time it also means that any object moving a bit too fast while simply ignore everything and you have to check collisions every frames yourself everytime.
Annoyingly, seems like a lot of instancing options for Unity are limited to a specific amount of platforms, if you want to limit draw calls on different platforms, you have to do everything yourself.
Blake Thomas
N-no, you can't calculate lighting like that. This is impossible!
Tyler Green
why wasn't assassin's creed unity made with unity
Oliver Butler
>Annoyingly, seems like a lot of instancing options for Unity are limited to a specific amount of platforms, if you want to limit draw calls on different platforms, you have to do everything yourself.
Can you elaborate?
Hudson Young
They don't, it's just that the only games you actually know are Unity are the ones that run like shit
David Myers
its designed so literal retards can use it, but literal retards don't get that they have to optimize
Leo Cooper
General purpose engine, by virtue of being general purpose can't be fully optimized for specific game.
Jaxson Garcia
Yeah, forced "Made with Unity" logo was a stupid decision.
Jaxon Collins
No it isn't, that's how they make their money
Everyone wants to get rid of the Unity badge of shame so people don't judge their game before it even finishes booting up