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Stadia Adventures in slow server code on Unity

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A story about profiling, debug build performance, job managers, and getting the burst compiler to work on a legacy Unity project called Stadia Adventure. Long-time C++ game engineer Scott Wardle finds an odd performance bug that inspires him to optimize Stadia Adventure server code. After getting stuck at first, he makes a model app to work out how to use Burst.CompileFunctionPointer, and get Unity’s Job System to run Managed C# code. This optimizes the Stadia Adventure’s strangely slow server code finding a debugger bug along the way. Resources: Github unity jobs sample → https://goo.gle/3pOAoJ9 Download the presentation → https://goo.gle/3CnQCOy Speaker: Scott Wardle Watch more: Cloud Games and Infrastructure Track → https://goo.gle/gamedevsummit-cloudinf22 All Google for Games Developer Summit Sessions → https://goo.gle/gamedevsummit-all22 Subscribe to Google Developers → https://goo.gle/developers #GoogleForGames product: Stadia - General; event: Google for Games 2022; fullname: Scott Wardle; re_ty: Publish;

Published 2022-03-15 · Watch on YouTube ↗
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