Unity Optimization Guide for x86

To get the most out of the Android* x86 platform there are a number of performance optimizations you can apply to your project that help to maximize performance. In this guide, we will show a variety of tools to use as well as features in the Unity* software that can help you enhance the performance of the native x86 code. We will discuss how to handle items like texture quality, batching, culling, light baking, and HDR effects. Additionally, we also will show how to build an x86-specific binary for testing and other needs. By the end of this guide you will be able to identify performance issues and what they are bound to, key optimizations, and methodologies for good game development in Unity. First we will go over some of the tools available that will make it easy to identify potential hot spots in your application.

OpenGL ES 3.0 Instanced Rendering Sample Program and Article

Technical article showcasing the benefits of using instanced rendering in OpenGLES 3.0 applications.  Summary: By batch-rendering multiple versions of the same mesh, instanced rendering can help developers using OpenGL* ES 3.0 and later dramatically improve performance and resource efficiency.

OpenGL* ES 3.0 Precompiled Shaders Sample Program and Article

An article and sample showcasing the benefits of precompiling shaders in mobile apps using OpenGL ES 3.0 or later.  Summary: Programmatically compiling all shaders the first time an application is run and saving the binaries for reuse can significantly reduce load times for games in subsequent runs.

Android Texture Compression Sample and Article

The application of an image, or texture, to a 2D or 3D model to enhance graphical detail is a very common technique in the field of computer graphics. Android* allows the usage of a variety of texture compression file formats, each of which has its own set of advantages and disadvantages. The Android Texture Compression sample allows developers to easily compare textures of five different texture compression file formats: Portable Network Graphics* (PNG), Ericsson Texture Compression* (ETC), Ericsson Texture Compression 2* (ETC2), PowerVR Texture Compression* (PVRTC), and S3 Texture Compression* (S3TC), which is also known as DirectX Texture Compression* (DXTC).  This sample demonstrates how to load and use these different formats with OpenGL ES* on Android. All supported texture formats are shown side-by-side so the relative size and quality can be observed. Choosing the right compression allows the developer to balance app size, visual quality, and performance.

Sample Application: Near Field Communication (NFC)

This sample application shows how to use the Windows* 8 Proximity API for NFC (Near Field Communication). The Application is written in JavaScript*. The application first advertises the device via NFC and then finds the peer device to connect. After the device connects to the peer device, then it can send a message to the peer device.

Mobilizing from the Console: Porting SSX to a Bay Trail Tablet Running Android

This technical case study reviews the challenges that the developers faced when porting the latest version of SSX to the Intel® platform code named Bay Trail while remaining true to the original spirit of the game.

Unity Native X86 Support Shines for Square Enix’s Hitman GO

Case study documenting the work done and gains had in adding x86 support to an Android app with the new Unity feature.

Native x86 Support on Unity Gaming Boosts Performance for JumpStart’s School of Dragons

Case study documenting the work done with Jumpstart in adding x86 support to their hit Android title 'School of Dragons'.

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