Hacker Newsnew | past | comments | ask | show | jobs | submitlogin

I'm going to guess it went something like this:

They kept on adding visual features that work independently, making all their own API calls, one after another, got it looking good, and moved on. That's as opposed to creating a cohesive rendering pipeline that deduplicates effort and accomplishes the same.

On top of that, and most importantly, I doubt they allotted time to refactor and optimize, or... they allotted it after release.

If you thrash Unity's APIs hard enough, which in turn thrashes the underlying vulkan/DX level APIs, clever drivers aren't quite enough to keep the GPU loaded with useful work.

There's probably a long tail of other stuff they need to profile and tweak to get a better balance of performance to visual quality, like changing the precision of shader calculations, tuning level of detail, and so on.



Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: