Stadia Adventures in slow server code on Unity

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Published on ● Video Link: https://www.youtube.com/watch?v=s-SpWSEWYbU



Duration: 22:13
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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
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product: Stadia - General; event: Google for Games 2022; fullname: Scott Wardle; re_ty: Publish;







Tags:
Debug Build Performance
Optimizing Server Code
Game Dev
Google for Games
Google for Games Developer Summit
Game Developer
Google for Games 2022
Google for Games 22
type: Conference Talk (Full production)
pr_pr: Google For Games