There Was A Dream - Optimization


Dear Dreamers,
over the years the game has gone through many versions of Unity and this brings to the developers a series of advantages on the one hand and disadvantages on the other. One of the disadvantages is the loss of fluidity caused by the constant deprecations of many optimization tools used during the development that worked effectively with one version of the engine and much less in the next. Making a game always snappy, especially when it comes to open worlds, is never easy, no matter what graphic style the game adopts.

This update includes a number of refinements regarding internal graphics settings, increasing fluidity on different types of video cards by up to 30%. Without going into too much detail, we worked on a more marked differentiation in the levels of detail, on the shadows and on the calculation of off-screen animations.

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