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?
Salesforce best practices for sales reps
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
The upcoming Netflix movie Mute might fix one of the biggest problems with the future dystopias of many sci-fi flicks. At least personally speaking, one thing that's always bothered me about such films is that their worlds are portrayed as so different from ours that they become difficult to believe as real. The real world's strange, little quirks are often passed up in favor of big setpieces and larger-than-life spectacle when it comes to movies, and a place's unique history gets hand-waved for the sake of setting up egomaniac villains and mega-corporations. But according to a set visit and preview in the latest issue of SFX Magazine, director Duncan Jones' film Mute (coming to Netflix on February 23) keeps the weird and is better for it. First, there's the matter of our protagonist, Leo. Leo is on the hunt for his girlfriend, who suddenly disappears from his life after an emotional evening. It's not clear if she's been kidnapped, killed, or just ghosted him, but Leo is determined to … [Read more...] about Netflix’s Mute is set in a world where ‘sales reps look like SWAT teams’, says star Alexander Skarsgard
Nintendo has released Switch sales figures for the month of December ahead of tonight’s NPD report. Switch was the top selling console for the month of December 2017, shifting 1.5 million units. Nintendo said in the release since Switch launched 10 months ago, it has sold over 4.8 million units, making it “the fastest-selling home console in US history.” 3DS systems has a great month as well. All three versions of the hardware moved over 750,000 units combined, making it the best December for 3DS since 2014. The December 2017 figures also showed a 27% increase in 3DS sales year-over-year, resulting in the Nintendo 3DS family of systems selling 21 million units life-to-date in the US alone. Combined hardware sales of Nintendo Switch, Nintendo 3DS and the Super NES Classic Edition system were over 2.6 million units, the latter of which accounted for more than half of all hardware sold during the five weeks of December 2017. Six Switch games also finished in the top … [Read more...] about Switch moved 1.5 million units last month, and it was the best December for 3DS since 2014