GAMES GATHERING 2020

Out-of-the-box optimization

Talk recording: Out-of-the-box optimization

Yevhenii Martynenko

Hall:
Water Hall (Programming Track)

What the talk is about

Yevhenii Martynenko describes how his team ported a large physics-based game from PC to Android on a tight schedule with a 30 FPS target. Key steps: a script collapsed thousands of materials into a few via a single atlas (days instead of weeks of manual work), models were simplified and some 3D objects replaced with textures, render texture formats and sizes were cut, and audio was compressed (the build dropped from roughly 250 to 110 MB). For physics, colliders were reduced and the collision matrix reworked. He also covers pain points: plugins breaking after an engine upgrade, joystick support, failures on certain Samsung phones, and shadow artifacts worked around with baked shadows. In the Q&A he recommends modular architecture, profiling, careful garbage collection handling and simpler animation. Useful for Unity developers porting projects to mobile.