View Full Version : NVIDIA Info for The World of Unity and Optimisation

11-13-2014, 06:47 PM
GeForce tidbit :D

"the world of Unity lacks the wide open oceans of Black Flag, which required little in the way of horsepower, and instead opts for densely-packed cities and detail filled set pieces. Within Paris there are massive buildings, accurately-recreated monuments, thousands of on-screen civilians, seamlessly-accessible interiors, and a whole lot more. In comparison, Black Flag's biggest land locations feature a few dozen civilians at any one time, fewer buildings, no interiors, and a lot less of everything else. Unity's developers could have dialed up the level of detail settings and turned a cathedral into a featureless box, and they could have removed all civilians, effects, and Global Illumination lighting, but they chose not, because that would ruin the look and feel they designed for their game. Therefore, a powerful GPU, faster than the one required for Black Flag's minimum settings, is required.

'optimisation'. Frequently referenced in heated online debates, 'optimisation' is commonly and incorrectly used to describe a game's general level of performance, be that good or bad. Instead, optimisation should be used to determine a game's comparative performance. "Does the game running on engine x output more graphically intensive scenarios than game y using the same engine?" "Does the new game in a franchise run better than the previous version, and with improved graphics?" "Does a game utilise all available CPU cores, and to a high degree of utilisation, in comparison to a similar game or a previous game in the same franchise?" "Is the game in question significantly nicer-looking than another similar game, yet running better?" These are just some of the questions that should be asked when determining if a game is 'optimised'.

In the context of Unity, it's immediately obvious that Ubisoft Montreal's new game is doing far more on Low settings than Black Flag did on settings suitable for a GTX 680 when you step back and analyze exactly what Unity is doing on-screen and in the background.