{"id":15473,"date":"2018-03-20T14:32:00","date_gmt":"2018-03-20T14:32:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/315676"},"modified":"2018-03-20T14:32:00","modified_gmt":"2018-03-20T14:32:00","slug":"unity-getting-new-rendering-machine-learning-and-performance-tools","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/03\/20\/unity-getting-new-rendering-machine-learning-and-performance-tools\/","title":{"rendered":"Unity getting new rendering, machine learning, and performance tools"},"content":{"rendered":"<p>Unity shared a glimpse of its Unity 2018 roadmap at GDC, explaining it&#8217;ll be focusing on building out next level rendering, machine learning, and performance tools over coming months.\u00a0<\/p>\n<p>The company\u00a0showcased a smorgasbord of new features during its opening keynote (available to watch above, or <a href=\"https:\/\/blogs.unity3d.com\/2018\/03\/20\/unity-unveils-2018-roadmap-at-gdc\/?utm_content=buffer4ea7a&amp;utm\">read on the Unity blog<\/a>), which might be of interest if you&#8217;re one of the many devs using the popular game engine.\u00a0<\/p>\n<p>Among those planned additions is a Scriptable Render Pipeline that allows for configurable, lean, user-centric rendering, and a GPU-based progressive lightmapper that gives instant feedback to artists during the process of tuning lights and baking at ~10x the speed.<\/p>\n<p>Unity also intends to add Cinemachine Storyboarding, which is designed to aid developers who rough out their shots with Cinemachine and Timeline by letting them quickly construct and tweak grey-box levels and scenarios.\u00a0<\/p>\n<p>The engine maker\u00a0also outlined its commitment to &#8220;democratized&#8221; machine learning, with Unity keen to lower the barrier\u00a0to entry so more devs can make machine learning an integral part of their projects.\u00a0<\/p>\n<p>Beyond that, it pushed the notion of &#8220;performance by default,&#8221; and said it&#8217;s been working on a new high-performance multithreaded system that makes it possible for games to fully utilize the current crop of multicore processors without any headaches.\u00a0<\/p>\n<p>&#8220;This is all possible thanks to the new C# Job System, a new way to write performant code by default utilizing our Entity Component System,&#8221; added the\u00a0company, explaining how that system works.<\/p>\n<p>\u00a0&#8220;This is coupled with a new math-aware, backend compiler technology named Burst. Burst takes the C# jobs and produces highly optimized code for any platform you\u2019re building to.&#8221;<\/p>\n<p>You can find out more about those features and more, including when they&#8217;ll be available, by <a href=\"https:\/\/blogs.unity3d.com\/2018\/03\/20\/unity-unveils-2018-roadmap-at-gdc\/?utm_content=buffer4ea7a&amp;utm\">checking out the full keynote recap\u00a0over on the Unity blog<\/a>.<\/p>\n<p><img decoding=\"async\" alt=\"\" src=\"https:\/\/www.sickgamedev.win\/wp-content\/uploads\/2018\/03\/unity-getting-new-rendering-machine-learning-and-performance-tools.jpg\" \/><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Unity shared a glimpse of its Unity 2018 roadmap at GDC, explaining it&#8217;ll be focusing on building out next level rendering, machine learning, and performance tools over coming months.\u00a0 The company\u00a0showcased a smorgasbord of new features during its opening keynote (available to watch above, or read on the Unity blog), which might be of interest [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":15474,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-15473","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/15473","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=15473"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/15473\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/15474"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=15473"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=15473"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=15473"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}