Unity Technologies’ Field Engineer explains the performance issues of Unity 4-powered games

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!

John Papadopoulos

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities.Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved - and still does - the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the "The Evolution of PC graphics cards." Contact: Email