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Alpha Tester
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Posts posted by LeDucSAS

  1. For what I did when experiencing with that stuff in Unity


    1) Camera is machine ressources eating. It's very heavy on CPU since you do multiple renders. Low Res or High Res what if someone decides to put 100 of theses?

    What could be done is define a number of camera renders per second. Say, you update 2 cameras screen only. Then, if there is more cameras to be updated you updated the two next in the next second, and so on until every camera are updated and begin a new update loop. So whatever ressources you have you don't overwhelm your computer ressources.

    2) to avoid infinite camera loop, just disable it in the render after first pass (like put a placeholder screen or whatever or do nothing like default black screen).

    3) drone camera for remote control, like fullscreen, you replace your screen with the drone screen it's very appealing

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