Co-Presented by Mike Geig - Global Content Evangelist @ Unity Technologies
Low, medium, and high. Standard fare for GPU settings, but why not CPU? Today the power of the CPU on your end user's machines can vary wildly. Typically, developers will define their CPU min-spec, implement the simulation and gameplay systems using that performance target, and call it a day. This leaves the many potentially available cores built-in to modern mainstream CPUs sitting idle on the sideline. With the new C# job system available in Unity, it's easy to leverage these free resources to make your game stand out from the crowd. In this talk, we'll show you how to leverage this powerful new Unity feature to scale the work done in your scripts based on your end user's hardware capability… dynamically!