I have a basic model to upload textures as shown in the following picture. I design this for several reasons: Only the primary thread owns the OpenGL context, so I choose to create buffers, map buffers and unmap buffers in the primary thread. I have many pictures to load and I don't want them to block the primary thread, so I use the subthread to load images and copy the memory. Here are my questions: Is my model correct? Is my model the best practice? Should I create a PBO for each picture or create two PBO for all pictures and use them in turn? Should I use a shared context? Thank you for helping me out … [Read more...] about What’s the best practice to use the pbo to upload multi textures?
Peoplesoft 9 2 upgrade best practices
Jump ToSylas, the UnshackledBalance changesRune changesSkinsAfter what feels like a very long time, League of Legends patch 9.2 has arrived on the PBE. The headline feature this time around is the arrival of Demacian supervillain Sylas, the Unshackled. The new mage’s ultimate ability allows him to steal ults from other players, making him a constantly evolving threat. When it comes to balance changes, the biggest change is to Yorick. Everyone’s favourite gravedigger is seeing some major changes to his familiars – ghouls will now spawn more quickly, while the Maiden of the Mist is striking out on her own. Elsewhere, Neeko’s seeing some changes to Tangle-Barbs and Pop Blossom, while Aurelion Sol will find it easier to get stuns off with his Q. There are also plenty of skins on offer in the new patch. As well as Sylas’ launch skin, Vayne, Sejuani, and Tahm Kench are all celebrating the Year of the Pig ahead of the Lunar New Year. Closer to home, Fiora and Vi … [Read more...] about League of Legends patch 9.2 notes – Sylas and 2019 Lunar Revel skins
Unity offers several rendering pipelines, two Global Illumination systems, four Lighting Modes, three Light Modes, two Shadowmask Modes, etc. This tremendous flexibility allows you to create projects targeting high-end PCs and console, as well as mobile and XR devices. However, the number of options can be overwhelming if, for instance, you are new to Unity, aren’t familiar with rendering jargon, or are accustomed to renderers with a very tight set of features. A few months ago, in May 2018, I joined the European Spotlight Team based in the UK. Our mission is to closely support high-profile developers and push the envelope of Unity. One of my other roles is to help creators to get the most out of Unity. During my career as a game lighting artist, I have principally worked with game engines with fully locked and ultra optimized rendering pipelines, therefore I understand the multitude of lighting features and permutations in Unity can initially seem daunting. This is why I wrote a … [Read more...] about Spotlight Team Best Practices: Setting up the Lighting Pipeline – Unity Blog
Here in Enterprise Support, we get to help out on many projects, with all kinds of combinations of Unity features. What we see is that 10 out of 10 games can improve their memory usage. That’s why we put together our newest best practice guide: Memory Management in Unity. When we go on-site, profiling is always the first order of the day. Whether we’re uncovering coding patterns that add small but unnecessary burdens to the CPU or substantial issues that cause memory fragmentation and Asset duplication, profiling your game early and often is the best way to keep tabs on application health. The most successful teams profile their projects’ memory. Memory is an exceptionally scarce resource (particularly on mobile devices with up to 1GB of memory, which represent 30% of the market today), so it is absolutely essential that you know where your memory is going and why. With memory being managed differently across platforms, it’s not always trivial to understand … [Read more...] about New Best Practice Guide – Memory Management in Unity – Unity Blog
Being part of the Spotlight Team, I am fortunate to be involved in some very interesting projects. The Spotlight Team at Unity works on games together with our customers and a significant part of my role is to help developers achieve the desired look and quality for their projects. I get to hear many stories from all across the industry and can identify common issues that content creators are facing. Several of the projects I have worked on aimed for fairly realistic visuals. Given the project’s art contents, how do we make a scene in Unity that will look believable? There are a multitude of topics that need to be covered in order to make believable visuals. In this post I’m going to discuss lighting and render settings. Further down the post I’ll also share our Spotlight Tunnel Sample Scene and explain how you can use it to learn and experiment. Preparing Unity render settings Understanding how Unity’s rendering features can be used to realistically mimic the … [Read more...] about Spotlight Team Best Practices: Making believable visuals in Unity – Unity Blog