Overview
Explore the concept of deferred commands in gameplay development through this 38-minute conference talk from Unite Copenhagen. Learn how to identify scenarios where deferring commands can enhance user experience and performance, and gain practical insights into leveraging Entity Command Buffers effectively. Delve into main thread commands, recording techniques, and playback strategies with real-world examples. Address common issues such as data availability, deferred entities, and synchronization points. Discover future improvements in timing differences, batch playback, and Entity Manager integration. Conclude with a comprehensive review and engage in a Q&A session to solidify your understanding of this powerful gameplay optimization technique.
Syllabus
Introduction
Agenda
Problem
What are they
Main Thread Commands
Main Thread Recording
Example
When to Playback
Entity Command Buffer Example
Common Issues
Data Availability
Deferred Entity
Invalid Entity Command Buffer
Too Many Sync Points
Common Issue
Future Improvements
Timing Differences
Batch Playback
Entity Manager
Review
Questions
Taught by
Unity