https://www.mcvuk.com/development/e...ncipled-step-into-triple-a-performance-at-gdc
Looks like the big unity changes are coming soon, being unveiled at GDC.
Looks like the big unity changes are coming soon, being unveiled at GDC.
The talk that started it all (skip to the Q&A part for the butthurt ):
Source code for the C# part of the engine. For the C++ part you still need the full license.So with pro license you'll have full engine source that you can modify, like Unreal Engine. I guess that was not the case before?
data races are possible on C#, https://en.wikipedia.org/wiki/Race_conditionThey prevent race conditions by forcing you to write code with no race conditions. It's not a language feature:
Data-oriented Unity
Burst compiler
The new job and entity component system
interesting, thanks, I've been several days without an internet connection because of the weather and the storms -it's been like 2 month raining here every day-, but will watch those videos when they get it fixed.Unity CTO on the evolution of Unity to an entity component system.
it's cool how in his command line image to TGA program he monitors performance and resource usage with stopwatch.Looks like the Burst Compiler is pretty damned good already.
http://aras-p.info/blog/2018/03/28/Daily-Pathtracer-Part-3-CSharp-Unity-Burst/
Guy wrote a path tracer in C++ and tested it on PC and Mac, then ported it to C# and tested on PC and Mac. Lastly, he wrote it in Unity and tested it with the Burst compiler.
C++ version runs at 136 Mray/s on PC, and 37.8 Mray/s on Mac
C# (direct port) PC: 67.1 Mray/s, Mac: 17.5 Mray/s.
Unity with IL2CPP instead of Mono: PC 28.1, Mac 17.1 Mray/s.
Unity with Burst Compiler PC: 140 Mray/s (12x faster), Mac: 42.6 Mray/s (9x faster).
Unity with Burst and their new experimental math library 164 Mray/s on PC, and 48.1 Mray/s on Mac
In this case PC is threadripper and Mac is a macbook of some kind.