In this talk, you'll learn about the tools and techniques that Unity's Consulting and Development team uses to identify and fix performance issues. The team travels the world visiting customers and conducting Project Reviews, in-depth engagements to locate and resolve performance bottlenecks. This session is designed to help you apply their knowledge to your Unity projects, so you'll see examples of real-life performance problems, their solutions, and receive up-to-date best practice advice.
Speaker: Ignacio Liverotti – Unity
Watch the session on YouTube: https://youtu.be/GuODu4-cXXQ
7. 게임 스트리밍 서비스를 위한 아키텍처 - 언리얼 엔진을 중심으로! [레벨 300] - 발표자: 하흥수, 솔루션즈 아키텍트, AWS :...Amazon Web Services Korea
클라우드 기반의 게임 스트리밍은 플랫폼과 디바이스에 제한받지 않고 플레이할 수 있는 등 여러 가지 뛰어난 장점을 가진 게임 체인저로 관심받는 기술입니다. 그러나 네트워크 이슈와 높은 서버 비용 등으로 인해 구현하는 데 어려움을 겪는 경우가 많습니다. 본 세션에서는 게임스트리밍 서비스를 AWS에서 어떻게 구현할 수 있을지에 대해 간단한 아키텍처와 데모를 통해 소개해드립니다.
'야생의 땅: 듀랑고'의 초반 플레이 디자인 과정을 훑어봤습니다. 프로토타입부터 출시까지 어떤 고민과 함께 각 초반 플레이를 만들어 왔는지 담으려 했습니다.
실제 발표에서는 한 슬라이드를 조금씩 쪼개어 볼 수 있게 했으나, 업로드 과정에서 문제가 생겨 공개 버전에서는 애니메이션들을 대부분 삭제했습니다.
감사합니다.
오딘: 발할라 라이징 MMORPG의 성능 최적화 사례 공유 [카카오게임즈 - 레벨 300] - 발표자: 김문권, 팀장, 라이온하트 스튜디오...Amazon Web Services Korea
서비스 런칭을 위해 라이온하트와 카카오게임즈가 어떻게 최적 성능의 인스턴스를 선택하고, Windows 운영 체제를 최적화하며, 왜 Amazon Aurora를 기본 데이터베이스로 채택하였는지를 설명합니다. 또한, 출시부터 운영까지의 과정에서 MMORPG가 어떻게 AWS 상에서 설계되고, 게임 서버 성능을 극대할 수 있었는지에 대해 전달해드립니다.
NDC12에서 발표한 슬라이드입니다. 이 슬라이드에선 게임 잼을 비롯하여 짧은 시간 내에 즉흥적으로 결과를 만들어내는 여러 행사를 소개한 뒤, 실제로 그런 종류의 행사들을 주최하고 운영해 본 경험을 공유할 것입니다. 게임 잼에 게이미피케이션을 적용해본 사례도 함께 소개할 것입니다. 이러한 과정을 통해 잼의 기획 단계부터 준비과정, 실제 운영에 이르기까지의 모든 단계에서 얻어진 여러 시행착오와 노하우를 공유하고, 처음의 기획 의도와 실제 적용 결과를 비교 분석하는 포스트모템적 구성으로 진행될 예정입니다.
TA가 뭐예요? (What is a Technical Artist? 블루홀스튜디오)valhashi
게임 개발 프로젝트에서 TA(테크니컬 아티스트)의 역할, 업무, TA가 되기 위해 필요한 역량과 커리어패쓰에 대해 가볍게 설명한 문서입니다. 주로 블루홀스튜디오의 TA, TERA의 TA를 기준으로 설명되어 있습니다.
국내에서도 여러 게임 프로젝트에서 TA들이 중요한 역할을 하고 있지만, TA직군의 짧은 역사(약 10년)와, 업무의 다양성 때문에 아직도 업계 전반에 TA에 대한 이해는 부족하다고 보여집니다. 때문에, 프로젝트에서 TA의 역량을 충분히 활용하지 못하거나, TA로서 훌륭한 재능을 갖춘 인재들이 자신의 역량을 펼치지 못하는 일들이 있습니다. 그런 상황의 해소에 조금이라도 도움이 되기 위해, 그리고, 블루홀스튜디오 TA 채용에 도움이 되기 위해, 이 문서를 작성하였습니다.
게임 개발 업계에 계신 분들, 게임 개발자를 지망하시는 분들께서 TA에 대해 이해를 하시는데, 조금이라도 도움이 되었으면 좋겠습니다.
블루홀스튜디오 채용 페이지: http://www.bluehole.net/recruit/information.html
[NDC 2014] 유저 수만큼 다양한 섬을 만들자
<야생의>의 절차적인 섬 생성 기법
발표장에서 시간이 없어서 답변드리지 못했던 Q&A 내용들을 뒷 부분에 추가하였습니다.
GIF 가 포함된 부분은 잘 나오지 않으므로 궁금하시면 직접 다운로드 받아서 보시기 바랍니다. - http://goo.gl/UUKmjL
Debug, Analyze and Optimize Games with Intel Tools - Matteo Valoriani - Codem...Codemotion
Use the full potential of your favorite platform while improving a videogame's frame rate and performance with GPA (Graphic Performance Analyzer), a free tool powered by Intel. Featuring a convenient panel overlay, you can quickly identify problem areas and experiment with improvements without having to recompile the source code. System Analyzing to isolate common bottlenecks that affect your game's performance in real time. Analyze performance on a single frame down to the draw call level. Identify where you can evenly distribute workloads across the CPU and GPU.
7. 게임 스트리밍 서비스를 위한 아키텍처 - 언리얼 엔진을 중심으로! [레벨 300] - 발표자: 하흥수, 솔루션즈 아키텍트, AWS :...Amazon Web Services Korea
클라우드 기반의 게임 스트리밍은 플랫폼과 디바이스에 제한받지 않고 플레이할 수 있는 등 여러 가지 뛰어난 장점을 가진 게임 체인저로 관심받는 기술입니다. 그러나 네트워크 이슈와 높은 서버 비용 등으로 인해 구현하는 데 어려움을 겪는 경우가 많습니다. 본 세션에서는 게임스트리밍 서비스를 AWS에서 어떻게 구현할 수 있을지에 대해 간단한 아키텍처와 데모를 통해 소개해드립니다.
'야생의 땅: 듀랑고'의 초반 플레이 디자인 과정을 훑어봤습니다. 프로토타입부터 출시까지 어떤 고민과 함께 각 초반 플레이를 만들어 왔는지 담으려 했습니다.
실제 발표에서는 한 슬라이드를 조금씩 쪼개어 볼 수 있게 했으나, 업로드 과정에서 문제가 생겨 공개 버전에서는 애니메이션들을 대부분 삭제했습니다.
감사합니다.
오딘: 발할라 라이징 MMORPG의 성능 최적화 사례 공유 [카카오게임즈 - 레벨 300] - 발표자: 김문권, 팀장, 라이온하트 스튜디오...Amazon Web Services Korea
서비스 런칭을 위해 라이온하트와 카카오게임즈가 어떻게 최적 성능의 인스턴스를 선택하고, Windows 운영 체제를 최적화하며, 왜 Amazon Aurora를 기본 데이터베이스로 채택하였는지를 설명합니다. 또한, 출시부터 운영까지의 과정에서 MMORPG가 어떻게 AWS 상에서 설계되고, 게임 서버 성능을 극대할 수 있었는지에 대해 전달해드립니다.
NDC12에서 발표한 슬라이드입니다. 이 슬라이드에선 게임 잼을 비롯하여 짧은 시간 내에 즉흥적으로 결과를 만들어내는 여러 행사를 소개한 뒤, 실제로 그런 종류의 행사들을 주최하고 운영해 본 경험을 공유할 것입니다. 게임 잼에 게이미피케이션을 적용해본 사례도 함께 소개할 것입니다. 이러한 과정을 통해 잼의 기획 단계부터 준비과정, 실제 운영에 이르기까지의 모든 단계에서 얻어진 여러 시행착오와 노하우를 공유하고, 처음의 기획 의도와 실제 적용 결과를 비교 분석하는 포스트모템적 구성으로 진행될 예정입니다.
TA가 뭐예요? (What is a Technical Artist? 블루홀스튜디오)valhashi
게임 개발 프로젝트에서 TA(테크니컬 아티스트)의 역할, 업무, TA가 되기 위해 필요한 역량과 커리어패쓰에 대해 가볍게 설명한 문서입니다. 주로 블루홀스튜디오의 TA, TERA의 TA를 기준으로 설명되어 있습니다.
국내에서도 여러 게임 프로젝트에서 TA들이 중요한 역할을 하고 있지만, TA직군의 짧은 역사(약 10년)와, 업무의 다양성 때문에 아직도 업계 전반에 TA에 대한 이해는 부족하다고 보여집니다. 때문에, 프로젝트에서 TA의 역량을 충분히 활용하지 못하거나, TA로서 훌륭한 재능을 갖춘 인재들이 자신의 역량을 펼치지 못하는 일들이 있습니다. 그런 상황의 해소에 조금이라도 도움이 되기 위해, 그리고, 블루홀스튜디오 TA 채용에 도움이 되기 위해, 이 문서를 작성하였습니다.
게임 개발 업계에 계신 분들, 게임 개발자를 지망하시는 분들께서 TA에 대해 이해를 하시는데, 조금이라도 도움이 되었으면 좋겠습니다.
블루홀스튜디오 채용 페이지: http://www.bluehole.net/recruit/information.html
[NDC 2014] 유저 수만큼 다양한 섬을 만들자
<야생의>의 절차적인 섬 생성 기법
발표장에서 시간이 없어서 답변드리지 못했던 Q&A 내용들을 뒷 부분에 추가하였습니다.
GIF 가 포함된 부분은 잘 나오지 않으므로 궁금하시면 직접 다운로드 받아서 보시기 바랍니다. - http://goo.gl/UUKmjL
Debug, Analyze and Optimize Games with Intel Tools - Matteo Valoriani - Codem...Codemotion
Use the full potential of your favorite platform while improving a videogame's frame rate and performance with GPA (Graphic Performance Analyzer), a free tool powered by Intel. Featuring a convenient panel overlay, you can quickly identify problem areas and experiment with improvements without having to recompile the source code. System Analyzing to isolate common bottlenecks that affect your game's performance in real time. Analyze performance on a single frame down to the draw call level. Identify where you can evenly distribute workloads across the CPU and GPU.
Debug, Analyze and Optimize Games with Intel Tools - Matteo Valoriani - Codem...Codemotion
Use the full potential of your favorite platform while improving a videogame's frame rate and performance with GPA (Graphic Performance Analyzer), a free tool powered by Intel. Featuring a convenient panel overlay, you can quickly identify problem areas and experiment with improvements without having to recompile the source code. System Analyzing to isolate common bottlenecks that affect your game's performance in real time. Analyze performance on a single frame down to the draw call level. Identify where you can evenly distribute workloads across the CPU and GPU.
byteLAKE's CFD Suite (AI-accelerated CFD) (2024-02)byteLAKE
► byteLAKE's CFD Suite: Accelerate your Computational Fluid Dynamics (CFD) simulations by leveraging the speed and efficiency of artificial intelligence. Slash simulation times, minimize trial-and-error costs, and supercharge decision-making for heightened productivity. Learn more at www.byteLAKE.com/en/CFDSuite.
It Doesn't Have to Be Hard: How to Fix Your Performance WoesIntel® Software
Maximize your game performance on a wide range of hardware. Learn how to use Intel® GPA to identify and quantify common performance bottlenecks, mitigate them, and validate optimizations.
Renesas DevCon 2010: Starting a QT Application with Minimal Bootandrewmurraympc
This presentation was presented at the Renesas DevCon 2010. It shows how with the right approach you can reduce the boot time of a cold Linux boot. In this case - the MS7724 was used as a case study to achieve a one second boot time with a QT UI application.
Webinar: Começando seus trabalhos com Machine Learning utilizando ferramentas...Embarcados
Nesse webinar será apresentado o passo a passo de como criar projetos com Machine Learning utilizando ferramentas de terceiros como Sensi ML e Edge Impulse.
Tópicos que serão apresentados:
Kits de desenvolvimento para Machine Learning:
EV18H79A: SAMD21 ML Evaluation Kit with TDK 6-axis MEMS
EV45Y33A: SAMD21 ML Evaluation Kit with BOSCH IMU
SAMC21 xPlained Pro evaluation kit (ATSAMC21-XPRO) plus its QT8 xPlained Pro Extension Kit (AC164161)
Ferramentas de desenvolvimento:
MPLAB X
Data Visualizer
Ambiente de terceiros: Sensi ML e Edge Impulse
Coleta de dados
Como desenvolver um projeto usando Machine Learning sem conhecimentos específicos sobre o assunto e com conhecimentos sobre Machine Learning.
This article contains information about performance optimization of Unity3D games for android. Different solutions provided both for CPU and GPU. Also here you can find methodology which will help you to detect performance problems, analyze them and perform appropriate optimization.
Optimizing HDRP with NVIDIA Nsight Graphics – Unite Copenhagen 2019Unity Technologies
Unity's High Definition Render Pipeline (HDRP) makes it possible for developers to unleash their application's full potential using a custom renderer. With this great power, comes great responsibility; more than ever you need to ensure that your application maintains optimal performance so your users can have the best experience possible. These slides look at using NVIDIA Nsight Graphics to profile and optimize your application to achieve peak performance. See how GPU Trace can help you visualize performance metrics to fully utilize your GPU; and how the brand new Shader Profile can help you to optimize your new HDRP shaders.
This session also showed how to utilize advanced features like the Acceleration Structure Viewer to debug your real-time ray tracing (DXR) application.
Speaker: Aurelio Reis – NVIDIA
Watch the session on YouTube: https://youtu.be/l_LiE1vAFhM
Using synthetic data for computer vision model trainingUnity Technologies
During this webinar Unity’s computer vision team provides an overview of computer vision, walks through current real-world data workflows, and explains why companies are moving toward synthetically generated data as an alternate data source for model training.
Watch the webinar: https://resources.unity.com/ai-ml/cv-webinar-dec-2021
The Tipping Point: How Virtual Experiences Are Transforming Global IndustriesUnity Technologies
When it comes to emerging technology, Forrester found that “94% of those who have implemented real-time 3D are expanding their investment.”
Wonder why? Learn more in this webinar featuring guest speaker Paul Miller, a principal analyst at Forrester. He covers the key findings of a commissioned study conducted by Forrester Consulting on behalf of Unity, published in March 2020.
Learn more: https://on.unity.com/2Yz49kg
Watch the webinar: https://on.unity.com/3aYGlsF
Take a peek at the slide from the second installment of our 2020 roadmap: Live Games.
Watch the presentation on YouTube: https://www.youtube.com/watch?v=w6sn8bJiZ2g
Got questions about the roadmap? Check out the Q&A over on the Unity forum: https://on.unity.com/2wV3SwD
Take a peek at the slide from the first installment of our 2020 roadmap: Core Engine & Creator Tools.
Watch the presentation (hosted by Will Goldstone, Product Manager) on YouTube: https://www.youtube.com/watch?v=dDjsS4NPqFU
Got questions about the roadmap? Check out the Q&A over on the Unity forum: https://on.unity.com/CreateRoadmapQA
How ABB shapes the future of industry with Microsoft HoloLens and Unity - Uni...Unity Technologies
It's high time for augmented reality to be brought to a wider audience. In ABB, we know that it is not just a gimmick any more. However, with every innovative technology comes new challenges. In these slides, we show how to overcome them and deliver valuable products with Hololens and Unity.
Speakers:
Maciej Włodarczyk - ABB
Rafał Kielar - ABB
Watch the session on YouTube: https://youtu.be/QFsj8Pi_3Ho
Unity XR platform has a new architecture – Unite Copenhagen 2019Unity Technologies
Unity developed a new architecture that improves the support for existing and future augmented reality (AR) and virtual reality (VR) platforms. Learn about the technology under the hood, the consequent benefits, and improvements to the platform, and how it impacts your workflows in creating AR/VR experiences.
Speakers: Mike Durand, Matt Fuad - Unity
Watch the session on Youtube: https://youtu.be/Stqk1GxlSK0
Autodesk and Unity announced a collaboration last year to streamline workflows and enable seamless development across the AEC design, build and operate lifecycles. This fall, Unity Reflect launches, giving designers, architects, and engineers the ability to seamlessly federate their Revit models for real-time 3D.
Andrew Sullivan - Digital Delivery Manager, SHoP Architects will provide an overview of how they are using the product to enable real-time decision making, reduce the time between revisions and meetings, and ultimately improve design review and construction planning processes.
Recording available here: https://youtu.be/qe0yxHA0fHI
How Daimler uses mobile mixed realities for training and sales - Unite Copenh...Unity Technologies
Daimler Protics implemented mixed and augmented reality on mobile devices and used the Microsoft HoloLens for automotive production, training, and marketing. Discover the challenges Daimler Protics faced and the Unity solutions that eased the mixed reality implementation.
Speakers:
Daniel Keßelheim - Daimler Protics
Sebastian Rigling - Daimler Protics
Session available here: https://youtu.be/fTc1c8iTGqU
How Volvo embraced real-time 3D and shook up the auto industry- Unite Copenha...Unity Technologies
Hear from Volvo's lead Unity developer, Timmy Ghiurau, about how he broke new ground by bringing technology forged in gaming into one of the leading brands in the automotive industry. Timmy will share how he used his gaming background to inspire people across his large organization to adopt Unity and embrace real-time 3D as a way of working.
Timmy Ghiurau - Volvo
Session available here: https://youtu.be/CD4Go3Uv5Uc
QA your code: The new Unity Test Framework – Unite Copenhagen 2019Unity Technologies
Are you involved in testing or QA on projects in Unity? In these slides, you'll get an overview of the state of Unity for all things testing-related, and have the opportunity to share your stories of success, failure, pain, and glory. Learn from your fellow developers and give feedback on how Unity could help you hold your projects to a higher standard of quality. You will also get an introduction to the newest features in the Test Framework.
Speakers:
Christian Warnecke - Unity
Richard Fine - Unity
Watch the session on YouTube: https://youtu.be/wTiF2D0_vKA
Engineering.com webinar: Real-time 3D and digital twins: The power of a virtu...Unity Technologies
From buildings and infrastructure to industrial machinery and factories, digital twins are becoming integral across the industrial sector. In this webinar, first shown on Engineering.com, leaders from Unity and Unit040, provider of digital twin platform Prespective, share how digital twins add value at all stages of the project and product lifecycle, from the early stages of design to predictive maintenance using IoT data.
Watch the webinar here: create.unity3d.com/real-time-3d-and-digital-twins
Supplying scalable VR training applications with Innoactive - Unite Copenhage...Unity Technologies
Major automotive brands like Volkswagen are leveraging the power of virtual reality to create immersive training programs that can be delivered across multiple global locations at the same time. Learn how to scale the production and distribution of real-time VR training in enterprise.
Speakers:
Thomas Wimmer - Innoactive
Andreea Raducan - Innoactive
Watch the session on YouTube: https://youtu.be/5DNFUTfyOEc
XR and real-time 3D in automotive digital marketing strategies | Visionaries ...Unity Technologies
Augmented reality (AR), virtual reality (VR), and mixed reality (MR) – collectively known as XR – are making inroads in the automotive industry. Join this session led by Visionaries 777, which works with major auto brands like INFINITI, to learn about the range of immersive experiences you can build with Unity to create a better customer experience that results in more engagement and sales.
Speakers:
David Castañeda - Visionaries 777
Frantz Lasorne - Visionaries 777
Session available here: https://youtu.be/WJpeWHGXyms
Real-time CG animation in Unity: unpacking the Sherman project - Unite Copenh...Unity Technologies
Get a complete walkthrough of the end-to-end animation workflow of the Sherman project. Learn how to use Unity for creating CG animation and take a deep dive into the real-time fur system in Unity.
Speaker:
Mike Wuetherick - Unity
Watch the session on YouTube: https://youtu.be/fFfWxErJMkY
Creating next-gen VR and MR experiences using Varjo VR-1 and XR-1 - Unite Cop...Unity Technologies
The developers of Varjo VR-1 learned a lot about human eye resolution and the demands it puts on virtual reality (VR) content. In these slides, you'll explore what next-generation VR can mean for your VR experiences. Learn about what matters the most when it comes to visual quality, the possible caveats, and the role performance requirements play in this equation.
Speaker:
Mikko Strandborg - Varjo
What's ahead for film and animation with Unity 2020 - Unite Copenhagen 2019Unity Technologies
Unity is enabling film and animation studios to revolutionize their pipelines with features developed specifically to empower storytellers who are creating linear and interactive content. Learn more about features such as Python, Shotgun, the Arbitrary Output Variables (AOV) used in Recorder for export, Alembic, and Universal Scene Description (USD).
Speaker:
Mathieu Muller - Unity
Watch the session on YouTube: https://youtu.be/wrc3R-BoDGs
How to Improve Visual Rendering Quality in VR - Unite Copenhagen 2019Unity Technologies
VR allows for an entirely new level of immersion, leading to more thrilling and engaging content to be delivered and is growing rapidly. Despite this, VR, especially on mobile, currently contains a number of limitations, which can make it an unrealistic, unconvincing and, sometimes, an uncomfortable experience. Virtual reality (VR) is a new way to deliver thrilling and engaging content and allows for a deep level of immersion. Despite this, VR, especially on mobile, currently has several limitations, which can make it an unrealistic, unconvincing and, sometimes, an uncomfortable experience. To achieve the true potential of VR, these limitations must be either solved or mitigated. Ways of mitigating these limitations include optimal alpha compositing approaches, texture filtering techniques and bump mapping methods for use with VR content. In these slides, technology company Arm will outline how to improve the rendering quality of your VR content, describing the most common pitfalls and bad practices, before providing clear examples and mitigation solutions of how to best overcome them.
Speaker:
Ryan O'Shea - ARM
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
Generating a custom Ruby SDK for your web service or Rails API using Smithyg2nightmarescribd
Have you ever wanted a Ruby client API to communicate with your web service? Smithy is a protocol-agnostic language for defining services and SDKs. Smithy Ruby is an implementation of Smithy that generates a Ruby SDK using a Smithy model. In this talk, we will explore Smithy and Smithy Ruby to learn how to generate custom feature-rich SDKs that can communicate with any web service, such as a Rails JSON API.
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
Key Trends Shaping the Future of Infrastructure.pdfCheryl Hung
Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
The key trends across hardware, cloud and open-source; exploring how these areas are likely to mature and develop over the short and long-term, and then considering how organisations can position themselves to adapt and thrive.
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered QualityInflectra
In this insightful webinar, Inflectra explores how artificial intelligence (AI) is transforming software development and testing. Discover how AI-powered tools are revolutionizing every stage of the software development lifecycle (SDLC), from design and prototyping to testing, deployment, and monitoring.
Learn about:
• The Future of Testing: How AI is shifting testing towards verification, analysis, and higher-level skills, while reducing repetitive tasks.
• Test Automation: How AI-powered test case generation, optimization, and self-healing tests are making testing more efficient and effective.
• Visual Testing: Explore the emerging capabilities of AI in visual testing and how it's set to revolutionize UI verification.
• Inflectra's AI Solutions: See demonstrations of Inflectra's cutting-edge AI tools like the ChatGPT plugin and Azure Open AI platform, designed to streamline your testing process.
Whether you're a developer, tester, or QA professional, this webinar will give you valuable insights into how AI is shaping the future of software delivery.
3. About me and what I do here at Unity
3
— Joined Unity as a Software Engineer in 2015
— Became a Developer Relations Engineer in 2018
— I visit our Enterprise customers and help them resolve
technical issues affecting their projects
4. Project Reviews
4
— Multi-day engagement:
— We travel to our customers’ offices
— Review their projects
— Identify problems
— Some of them are resolved onsite
— We investigate and recommend
solutions for the rest
5. Project Reviews
5
— Types of problems:
– Runtime performance
– Build/patch size
– Load times
– Workflow issues
– Build times
6. Today’s plan
6
— Introduction to optimization and profiling in Unity
— CPU optimization
— GPU optimization
— Memory footprint optimization
— (Optimization) rules to live by
8. What is optimization?
8
— Modifying a project so that an aspect of it is more efficient or
uses fewer resources (CPU, GPU, etc)
9. Why do we want to optimize?
9
— To pass the certification requirements imposed by the various distribution
platforms
— To reduce battery consumption
— To deploy our project to a wider range of target devices
— To streamline our production process
11. What else does it involve?
11
— Reviewing assets (texture size, format, poly count, audio files sample freq, etc.)
— Reviewing the Project Settings
— Reviewing the assets’ settings
— Simplifying our solutions
12. The first step in our (optimization) journey: profiling!
12
— Using tools to gather actual data on how resources are being used
— This data will drive our optimization efforts
— We don’t want to optimize based on “guesses”
— We want the tools to let us know where the problems are
13. A note about optimization ‘tips’ and ‘advice’
13
— Don’t apply optimization advice blindly
– Certain pieces of advice are always applicable
– But good advice applied in the wrong situation can make things worse
– A technique that worked in a certain project and platform might not work for you
15. What is the goal of CPU optimization?
15
— To reduce the stress on the CPU
– Because the CPU is the actual performance bottleneck
– Or to free the CPU so that we can do more
16. How do we achieve that?
16
— By using more efficient combinations of algorithms and data structures
— By aiming for nearly zero per-frame allocations
– The GC algorithm can be quite CPU intensive!
17. Tools of the trade: CPU
17
— Unity Profiler
— Unity Profile Analyzer
– Don’t miss the next talk!
— Xcode Instruments
— Intel VTune Amplifier
— Consoles have their own
proprietary tools
20. Example 1: Per-frame memory allocations
20
— Scenario: Management game for mobile platforms that ‘feels’ slow
during gameplay
— We take a capture using the Unity Profiler and uncheck all items, except
for ‘GarbageCollector’:
22. Example 1: Per-frame memory allocations
22
— Our hypothesis: Our code is allocating memory on a per-frame basis
— Let’s select a random frame in the Unity Profiler:
27. Example 1: Per-frame memory allocations
27
— From
https://docs.unity3d.com/Manual/PlatformDependentCompilation.html
using System.Diagnostics;
public static class Logging
{
[Conditional ("ENABLE_LOG")]
static public void Log (object message)
{
UnityEngine.Debug.Log (message);
}
}
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28. Example 1: Per-frame memory allocations
28
— If we want to see the log messages, we need to add ENABLE_LOG to the
list of defined symbols:
29. Example 1: Per-frame memory allocations
29
— Let’s remove ENABLE_LOG and reprofile:
30. Example 1: Per-frame memory allocations
30
— Zero per-frame allocations
— No GC spikes!
31. Takeaway: use the Unity Profiler to
understand where your managed allocations
are coming from and fix them
32. Example 2: GC spikes in a fast-paced game
32
— Scenario: Mobile racing game where the frame rate needs to
be steady
— Common approach: let the GC do its work
– The problem it causes: When the GC kicks in, program execution
actually stops
– Also, the larger the managed heap, the longer it takes for the
GC algorithm to complete
33. Example 2: GC spikes in a fast-paced game
33
— GC capture:
34. Example 2: GC spikes in a fast-paced game
34
— What we recommend:
– Unload all resources when transitioning from the menu to the ‘racing’ scene
– Allocate a pool of objects
– Optimize the frame time as much as possible
– Enable the incremental garbage collector
35. Example 2: GC spikes in a fast-paced game
35
— The incremental GC was introduced in the early 2019 development cycle
— Instead of causing a single, long interruption, it splits the work across multiple
slices
36. Example 2: GC spikes in a fast-paced game
36
— Incremental GC capture:
37. Example 2: GC spikes in a fast-paced game
37
— Enable it via the Player Settings menu:
38. Takeaway: use the incremental GC and
remember to optimize the frame time as
much as possible so that we can give it
room to do its job
40. What are the goals of GPU optimization?
40
— Reduce the stress on the GPU so that we can render our
scene at the target frame rate
— Free up the GPU for performing other tasks (including
offloading work from the CPU via compute shaders)
41. How do we achieve that?
41
— Minimizing the number of unnecessary rendering operations
— Reducing the amount of data sent to the GPU
— Minimizing the number of state changes (‘set pass’ calls)
— Optimizing our most expensive shaders
42. Tools of the trade: GPU
42
— Unity Frame Debugger
— RenderDoc
— NVidia NSight
— XCode Frame Capture
— Intel GPA
— Consoles have their own
proprietary tools
44. Example 3: Strategy game for mobile
44
— Scenario: A customer working on strategy game for
iOS/Android were experiencing framerate issues
— We profiled it using Xcode Frame Capture and saw a warning
message saying that we were sending too much geometry to
the GPU
47. Example 3: Strategy game for mobile
47
— Both draw calls have the same geometry as input:
48. — But the output of one of them is taking significantly more
screen real state in the final frame than the other one!
Example 3: Strategy game for mobile
48
54. Takeaway: by understanding our
requirements and the tools and techniques
at our disposal, we’ve achieved a nearly 40%
reduction without observable differences in
the final output
55. Example 4: Sprite rendering
55
— Scenario: A customer working on a top down tile-based
strategy game for PC experienced very low frame rates when
deploying to mobile and WebGL
56. Example 4: Sprite rendering
56
— We profiled the game using the Unity Profiler and saw high frame times
— Most of that time was spent on rendering
— The CPU was too busy creating and sending rendering commands to
the GPU
57. Example 4: Sprite rendering
57
— The Frame Debugger revealed one draw call per tile (several hundred draw
calls in the real project!)
62. Example 4: Sprite rendering
1
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7
8
9
10
11
12
using UnityEngine;
public class Tile : MonoBehaviour
{
private Material _spriteRendererMaterial;
void PreprocessMethod()
{
var spriteRenderer = GetComponent<SpriteRenderer>();
_spriteRendererMaterial = spriteRenderer.material;
}
}
62
This statement creates a
copy of the first material
from this SpriteRenderer,
assigns it to the
SpriteRenderer and returns
it.
63. Example 4: Sprite rendering
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using UnityEngine;
public class Tile : MonoBehaviour
{
private Material _spriteRendererMaterial;
void PreprocessMethod()
{
var spriteRenderer = GetComponent<SpriteRenderer>();
_spriteRendererMaterial = spriteRenderer.sharedMaterial;
}
}
63
64. Example 4: Sprite rendering
64
— All tiles are now drawn in the same batch
— The game was successfully deployed to mobile and WebGL
— And the performance of the standalone version improved as well!
65. Takeaway: identifying the problem and
understanding the underlying issue allowed us to
trim several hundred draw calls per frame
67. — Fit on devices that don’t have a large amount of memory
— Improve loading times
— Being able to add more content
— Avoid hard-crashes due to out of memory situations
— Improving overall performance by shuffling around less data
during runtime
What are the goals of memory footprint
reduction?
67
68. Tools of the trade:
memory footprint
— Unity Memory Profiler
— Xcode Instruments Allocations
— Xcode Instruments VM Tracker
— Consoles have their own
proprietary tools
68
71. Example 5: Built-in shaders duplication
71
— A customer project has a large number of materials that use
Unity’s Standard shader:
72. Example 5: Built-in shaders duplication
72
— Each Material is stored in its own AssetBundle:
73. Example 5: Built-in shaders duplication
73
— A memory snapshot of the project reveals that there are
multiple instances of the Standard shader in memory:
74. Example 5: Built-in shaders duplication
74
— This happens because the Standard shader is one of Unity’s
built-in shaders
— As such, it cannot be explicitly included in an AssetBundle
— And it will be implicitly included in every AssetBundle that
has a material with a reference to it
75. Example 5: Built-in shaders duplication
75
— What we recommend instead:
– Download a copy of the built-in shaders
– Make a copy of the Standard Shader, rename it (e.g., ‘Unite 2019
Standard’) and add it to its own AssetBundle
– Fix the materials so that they use the new renamed shader
– Rebuild the AssetBundles
76. Example 5: Built-in shaders duplication
76
— After rebuilding and taking a new memory snapshot:
– We now have a single instance of our custom ‘Unite 2019 Standard’
shader
77. Takeaway: by using the right tools and
understanding the internals of the engine, we
were able to eliminate duplicates in memory
78. 78
— Scenario: A customer is porting a desktop game to mobile
platforms and it keeps crashing on low-end devices due to its
high memory footprint
Example 6: Unable to run the game on mobile
79. Example 6: Unable to run the game on mobile
79
— A memory snapshot of the project reveals this:
81. 81
— Let’s look at the settings for these assets:
Example 6: Unable to run the game on mobile
82. 82
— ‘Decompress on load’ option description from the Unity manual:
– Audio files will be decompressed as soon as they are loaded
– This option should be used for smaller compressed sounds to avoid the
performance overhead of decompressing on the fly
– Be aware that decompressing Vorbis-encoded sounds on load will use about
ten times more memory than keeping them compressed, so don’t use this
option for large files
Example 6: Unable to run the game on mobile
83. Do we have other options?
We do! There’s a ‘Streaming’ option
84. 84
— Description from the Unity manual:
– Decode audio on the fly
– Uses a minimal amount of memory to buffer compressed data
– The data is incrementally read from the disk and decoded on the fly
Example 6: Unable to run the game on mobile
85. 85
— Let’s change the load type to ‘Streaming’:
Example 6: Unable to run the game on mobile
86. 86
— And take another memory snapshot:
Example 6: Unable to run the game on mobile
88. Takeaway: understanding our requirements
and using the correct settings allowed us to
reduce the audio memory footprint by ~99%
89. 89
— These problems can be avoided!
— Let’s not catch them via the Memory Profiler
— Instead, let’s use an AssetPostprocessor and create rules:
– Background music assets should be set to streaming
– SFX should be set to decompress on load
– Etc
Example 6: Unable to run the game on mobile
92. (Optimization) rules to live by
92
— Don’t assume where the bottlenecks are, always profile first
— Profile on the target device
— Profile early, profile often
— Don’t apply several fixes simultaneously, tackle one problem at the time
— Apply the ‘optimization triad’:
– Optimize your assets
– Update fewer things
– Draw less stuff