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GPU Thread Occupancy Article
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I've always dreamed of playing a game I made on consoles, and now I finally have! In this video I'll talk a little bit about porting Farewell North to the Nintendo Switch and Xbox, and shed some light on the difficulty in optimizing a 3D Unity game for consoles by reducing GPU and CPU workload using tricks like depth priming and pre-caching calculations, world streaming to alleviate memory pressures on certain devices, and how I optimized the ocean in Farewell North after discovering a GPU thread occupancy issue caused by long thin triangles crammed into the horizon of the ocean.
Game Overview:
Restore color to the desolate islands of Farewell North, an open world journey where you play as a collie traveling with his owner. Explore land and sea, uncover hidden paths, evade monsters, and free wildlife to bring color back to the world while revealing an emotional story about saying farewell.
Credits:
👉 Farewell North Original Score by John Konsolakis: www.johnkonsolakis.eu
0:00 Porting to Consoles
0:48 Farewell North
1:18 GPU Bottleneck
3:06 Depth Priming GPU Optimisation
6:00 CPU Optimisation
7:33 World Streaming for Memory Optimisation
8:47 Tessellation
9:04 Optimising the Ocean
9:40 Carving the Ocean
10:40 Tiny Triangles and Thread Occupancy
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