Quality
- Bugs & regressions fixed, and new quality of life improvements
Performance
- Deferred+ - Build richer worlds with our new deferred rendering path that accelerates GPU performance using advanced Cluster-based light culling, and optimizes the Universal Render Pipeline (URP) render loop with GPU Resident Drawer.
- PSO caching - Achieve smoother rendering with API-level disk-based caching for DX12 Pipeline State Objects (PSOs) across application runs, across all compatible devices.
- Variable Rate Shading - Improve GPU performance with minimal impact to visuals. Set the shading rate of custom passes within URP and generate Shading Rate Images (SRIs) from textures and shaders.
- Gfx Jobs for Android - Improve CPU performance when rendering complex content on premium Android devices with the new Graphics Jobs Device Filtering setting.
Platform updates
- Large screens & foldables - Access enhanced support for large screens and foldables with the latest Android APIs.
- Unity Web - Remove unused Unity code from .wasm files using a new .wasm file stripping tool package. WebGPU is now publicly available in experimental state, unlocking compute acceleration for web browsers. See our dedicated discussion topic for more information.
- Build Profiles for Meta Quest and Android XR - Save time and streamline the build process with the ability to create multiple build configurations for release and development builds.
- Instant Games on Facebook & Messenger - Streamline building, optimizing, and uploading instant games to Facebook and Messenger.
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