As you may already know, a lot – if not all – of games that were powered by Unity Engine 4 were plagued by performance issues, even on the PC. That something that really troubled us and according to Unity Technologies’ Field Engineer, Mathieu Muller, this was mainly because Unity Engine 4 was a single-threaded engine.
As Muller told us:
“Unity 4 was more or less a single-threaded engine. We had a few components multi-threaded and a render thread. Unity 5’s core has been rebuilt with multithreading in mind. At release time, we had multi-threaded physics, occlusion culling, real-time GI and skinning. Every release since then have seen other components getting multithreaded: UI batching, frustum culling, culling groups, sorting, graphics jobs, transforms evaluation, etc. We have also done a lot of refactoring effort of core components to get better data caching and SIMD optimization which is key for high performance. We also created a team dedicated to performance analysis and regression tracking.”
Our full interview with Muller will go live this weekend, so stay tuned for more!