Posts Tagged performance

How IL2CPP Calls Burst

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Ever wonder how code compiled with IL2CPP can call code compiled by Burst? Today we’ll dive into the details and find out!

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Burst’s FloatPrecision and FloatMode: Don’t Assume

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Unity 2019.1’s new Burst job compiler has two options to increase performance even further: FloatPrecision and FloatMode. By sacrificing some exactness in our calculations, we should be able to increase speed. Today’s article is about using those options and examining the results to verify the results.

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Use the Right Type for the CPU

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The Unity.Mathematics package documentation has a curious statement: “Note that currently, for an optimal usage of this library, it is recommended to use SIMD 4 wide types (float4, int4, bool4…)” Today we’ll explore why we should consider using float4, not float3, after years of using Vector3.

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Free Performance with Unity.Mathematics

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Along with Unity 2019.1 and Burst, the Unity.Mathematics package is now out of Preview. It offers alternatives to longstanding core types in Unity such as Vector3, Matrix4x4, and Quaternion. Today we’ll see how switching to these types can improve performance in Burst-compiled jobs.

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Free Performance with Burst

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Unity 2019.1 was released last week and the Burst compiler is now out of Preview. It promises superior performance by generating more optimal code than with IL2CPP. Let’s try it out and see if the performance lives up to the hype!

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What are Your Latency Requirements?

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Unity’s Mike Acton gave a talk this week at GDC titled Everyone watching this is fired. One point he made was regarding the importance of knowing the latency requirements of our code. When does the result need to be ready? Today we’ll talk about the ramifications of answering that question with anything other than “not immediately” and see how that can lead to better code.

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Fast Structs

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Structs are great for controlling memory layout and avoiding the GC, but we can go a lot further to get even more speed out of them. Today we’ll look at a simple tweak that can dramatically speed up the code using the structs without even changing it!

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Object Graph Visualizer

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C# makes it easy to create large graphs of objects connected by their fields. The larger this graph grows, the more complex it is to deal with objects in the graph. It’s hard to look at code or set a breakpoint in a debugger and get an intuitive sense of all these connections. So today we’ll write a small tool to visualize an object graph!

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IL2CPP Output for C# 7.3: Everything Else

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Today we conclude the series by looking at all the remaining features in C# 7.3 that we get access to in Unity 2018.3. Read on to learn about new kinds of structs, in parameters, new where constraints, discards, default literals, generalized async returns, and new preprocessor symbols!

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IL2CPP Output for C# 7.3: Local functions, fixed, and stackalloc

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Continuing the series, today we’ll dive into local functions, fixed-size buffers, fixed blocks on arbitrary types with GetPinnableReference, and stackalloc initializers to see how they’re all implemented in C++ and what assembly code ends up actually running on the CPU.

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