Ruben Torres Bonet's Blog
We finally meet.
I am Rubén Torres Bonet, presently working as a Senior Game Programmer at ForceField XR in Amsterdam. Previously, I was a Technical Lead at Exozet Games.
I have worked in games such as: Star Trek Bridge Crew (Oculus Quest), Anne Frank House VR, Time Stall, Catan Universe, Diamond Dash, Jelly Splash, Blackguards, â€‹Carcassonne,â€‹ Jochen Schweizer VR,â€‹ ConcertVR PS4....
- Gamedev architecture
- Hardware and optimization
Reach out in Linkedin and my blog.
In this blog post, you’ll learn what texture compression is, why it is important for your project and how to apply it to improve your GPU and memory performance.
In this blog post, I will show you why, when and how you should use LOD in Unity. Remember, LOD is not only about the poly count.
You need a higher frame-rate... but how? Introduce yourself to the P3 Optimization Framework
In this blog post I will show you how to use object pooling in Unity 2021 with this new official API so you don't have to mess with 3rd party code that breaks on every Unity upgrade.
For those who never went through an occlusion culling tutorial in Unity... can you guess what's wrong in this game's indoors scene?
Learn how to measure your assembly compilation times to uncover these time robbers that are making you release a worse game.
Ruben Torres Bonet's Comments
[Blog - 06/18/2021 - 10:18]
Hey Jacob,It all depends on ...
Hey Jacob,It all depends on your shader parameters.In my experience, you don 't get sorting problems visually speaking but it indeed costs you performance due to more limited depth-testing GPU optimizations.
[Blog - 02/08/2021 - 10:33]
[Blog - 09/15/2020 - 11:09]
Thanks for the correction Amir.I ...
Thanks for the correction Amir.I wrongly assumed it was developed at Unity.I updated the article to give lots of credits to Mattias and his great work.AutoLOD is now on my radar for a future post :-
[Blog - 08/11/2020 - 10:55]
[Blog - 08/03/2020 - 11:00]
[Blog - 06/15/2020 - 11:04]