Daggerfall Unity 0.14.5 Beta

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Re: Daggerfall Unity 0.14.5 Beta

Post by XJDHDR »

Interkarma wrote: Tue Nov 01, 2022 12:11 am
Magicono43 wrote: Mon Oct 31, 2022 8:33 pm But does that mean it won't have any effect performance-wise on the Editor version? Since that part is technically not in a compiled but more loose form?
AFAIK the editor still JIT compiles Burst Jobs. Andrew showed editor in-profiling of change before & after, so I believe it still has benefits in editor. Final built game still feels faster though, no doubt some overhead still running inside editor.

To be honest, I don't feel very knowledgeable about Burst either. :lol:
Burst does work in the editor. The difference is that Burst compiled code in the built game is compiled during the build process, whereas Editor compiles it on-the-fly after entering Play mode.

On a semi-related note, I found and updated a repo which benchmarks Burst against various other runtimes a few weeks ago: https://github.com/XJDHDR/BurstBenchmar ... 2022-10-20
The results indicate that it's best to compile as much of your game's code with Burst as possible. Also, Mono is just bad in general and I'm glad Unity is working on porting RyuJIT to their engine.

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