The process of modifying software to make some part of it work more efficiently or use fewer resources. Generally, this means it executes more rapidly, or will require fewer resources.

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3
votes
1answer
95 views

Optimization for Normal maps with lots of wasted space?

I'm working on level/character assets where I'm finding that I use only very little amounts of normal mapping on them, resulting in 2048x2048 textures that are mostly blue/purple. Is there any method ...
1
vote
2answers
275 views

How do I efficiently determine what objects are visible to a camera?

I want to call the rendering methods of only the game objects that are visible. How can I efficiently determine which objects or tiles are within the camera's rendered region?
0
votes
1answer
31 views

XNA Starting a parallel Thread during a draw loop is slower than doing the same task in the main thread in update loop

I'm using XNA and all of my drawing is done in the main thread. I am CPU-bound and I thought I could gain performance by moving some non-update logic (like animation update) from the update loop into ...
0
votes
0answers
34 views

How can I avoid transposing matrices and still use more efficient dp4's instead of a mul and 3 mad's?

I'm using the 'correct' matrix-vector multiplication form (M*v) as recommended here. All my matrices in shaders are prefixed with 'column_major'. This line of HLSL code: hPos = mul( ...
0
votes
3answers
980 views

Unity3D Directional lights vs Draw calls

I need 2 light sources looking at a different direction as per my design. This means, I cannot flag one of them as 'not-important'! I found that because I'm using 2 directional lights, drawcalls are ...
0
votes
1answer
38 views

submeshes and dynamic batching doesnt work as expected

I'm duplicating one object with submeshes frequently, and assigning a random material from five materials to each submesh. There is batching happening, but it's not quite as efficient as I would have ...
-1
votes
1answer
101 views

Tile map optimization algorithm

I've read this artical on tilemap optimization https://www.scirra.com/blog/ashley/3/tech-blog-tilemap-tidbits and wondering what algorithm is used to achieve something like this. I'm wondering ...
1
vote
2answers
56 views

Is there a difference in the time taken to load one texture instead of many?

Is there a difference in the loading time of 16 256*256 textures versus a single 1024*1024 texture? Specifically for level loading time?
2
votes
1answer
59 views

How to assign texture to shader?

In OpenGL, most shader uniform variables are easy, a float or a vec3 or whatever is associated with a shader program. But samplers are different, we associate a texture unit to the shader program, and ...
1
vote
2answers
54 views

Client Tells Server What Gamestate Data to Send Back

I'm just stepping into the world of MMORPGs and how they function, so assume I know very little. in a game, a client doesn't see everything that the server does. For example, the client can't see ...
53
votes
6answers
13k views

How can I optimise a Minecraft-esque voxel world?

I found Minecraft's marvelous large worlds extremely slow to navigate, even with a quad core and meaty graphics card. I assume Minecraft's slowness comes from: Java, as spatial partitioning and ...
7
votes
3answers
3k views

Which opcodes are faster at the CPU level?

In every programming language there are sets of opcodes that are recommended over others. I've tried to list them here, in order of speed. Bitwise Integer Addition / Subtraction Integer ...
0
votes
1answer
193 views

OpenGL memory optimization and batching technique pitfalls

I'm studying OpenGL optimization techniques. What I'd like to achieve is to emulate as closely as possible Mantle/DirectX12 programming patterns (aggressive batching, flexible memory handling, complex ...
-1
votes
2answers
109 views

How can I optimize these GLSL bitwise operations?

I need the following part of my vertex shader simplified. Sb=Sb|((gl_VertexID&(128+1))<<9); Sb=Sb|((gl_VertexID&(512+4))<<6); Sb=Sb|((gl_VertexID&(2048+16))<<3); ...
0
votes
0answers
26 views

Mobile game: Optimization only working on some devices / Render big texture causes stuttering after level load

I'm currently optimizing the rendering of the background of my mobile game. The background consists basically of many colored dots. Since the background is static I'm able ro render the whole ...
3
votes
3answers
199 views

Possible A* Optimizations [closed]

I have implemented A* in my game. However, I am not happy with the performance and need some help deciding what to do next. I have already done the following optimizations: Not having a closed ...
1
vote
1answer
76 views

What is the fastest way of reading an atomic counter?

I have an atomic counter in my fragment shader that my application reads after each drawcall. I am currently using glMapBufferRange with GL_MAP_READ_BIT set. This absolutely destroys my applications ...
1
vote
0answers
82 views

How can I use a SharpDX.Toolkit.Game in multiple WPF controls?

I've implemented a Game class in a WPF app. It works and the animation renders. I have task to implement another several Controls with SharpDX in the same application window. Each new Game object ...
0
votes
3answers
99 views

What is the best way to keep track of time in a game?

I'm getting to the part in development where I'm noticing that timing is going to be an issue. If I put my movement update in the same function where I draw the scene, then a low FPS means slower ...
0
votes
4answers
298 views

Are there any resources about performance tweaks? [closed]

There are many optimization tricks that you can apply to your C++ code that can help speed up your program, and there are more game-related tweaks poping out every day. For example, I've just heard ...
0
votes
0answers
48 views

Why Reducing fragments by increasing geometry vertices turn out to be slow?

I am developing a ray-casting program by OpenGL. At first I made a large bounding box including the whole volume and render this box, which triggers the ray-casting. I'm trying to optimize this ...
0
votes
1answer
44 views

Cover system design considerations

I'm trying to plan out a cover system for a 3D game. The mechanic When the player approaches a surface they can take cover behind... A prompt appears indicating they can enter cover, and what to ...
2
votes
2answers
437 views

How can I optimise collision checks for a large number of AI units?

Let's say I got 100 Orcs in my 3D world and they all aim to kill each other. That means for every 1 Orc I have to check for collision with the 99 others. That will give me 99^2 which is about 10,000! ...
0
votes
1answer
88 views

Tetris rotation without using arrays

I am making a Tetris clone. Is there any way that I can avoid using a 2D array for storing a Tetris block? EDIT: Suppose I have an array to store an L-shaped piece: 1 0 1 0 1 1 But for the sake of ...
5
votes
2answers
340 views

HLSL: using “?” operator in Technique section produces branches?

I recently found that you can do this: int AnotherShaderConstant = 0; float4 PixShader(VSOUT input, uniform bool Direction) { float4 color; if (Direction) color = GoLeft(); else ...
4
votes
2answers
167 views

How can I make sure my game runs on older GPUs than mine?

My game must stay at 75fps to be playable (I'm developing for the Oculus Rift) and I'm optimizing with that hardware in mind. My mid-range Nvidia GTX 650 Ti struggles a little with some Rift demos, ...
15
votes
1answer
877 views

How are entity systems cache-efficient?

Lately I've been doing a lot of reading on entity systems to implement in my game engine (C++/OpenGL). The two key benefits that I constantly hear lauded about entity systems are 1) the easy ...
1
vote
1answer
153 views

For Vertex Buffer Steaming, Multiple glBufferSubData VS Orphaning?

I was learning OpenGL recently. In games, we need to update the position of game objects frequently, and they will come in & out of screen constantly. So it means in rendering we need to update ...
-2
votes
2answers
569 views

Tower Defense Search Enemies Efficiently

I had a problem with the build of a TD. I got a slow - non efficient search for towers find targets to shoot. PD: enemies[] got all the active & non-active enemies (death and alive) ->Im using ...
0
votes
1answer
100 views

Location of “units” in Code

So, I've been playing around with the concept of a game, mechanically think of the Civilization games(Tile, turn-based strategy) but I am quite uncertain about where I should store the units location ...
2
votes
1answer
275 views

Avoiding memory allocation in Android game development

For obvious reasons, allocating memory on the fly in Android game development is not recommended. For example: http://developer.android.com/training/articles/perf-tips.html: There are two basic ...
7
votes
2answers
5k views

How do I enable higher FPS in XNA 4.0?

I created a FpsCounter DrawableGameComponent (linked to code, it's longish). It works great: It displays 60.0 fps normally. If I artificially slow down the game loop, it drops. My 'game' at the ...
3
votes
1answer
735 views

How can I optimize this flood fill algorithm?

I'm creating a sprite and animation editor like this one. I'm having performance issues with my flood-fill algorithm. Basically, I open an image with the different modules that are part of a frame of ...
1
vote
1answer
199 views

Swarm Algorithms [closed]

I have been asked to deliver a presentation for my university course on ant, bee and particle swarm algorithms. Therefore I am attempting to learn more about swarm algorithms and their uses within ...
2
votes
2answers
536 views

Store values or calculate values [closed]

We're talking about fairly anal levels of optimisation here that I wouldn't really worry about in anything other than mobile games. Let's say for example you were drawing a texture to the screen in a ...
0
votes
1answer
48 views

Efficiently tracking active instances

I'm creating a game with lots of instances. On each iteration of the game loop, I only want to deal with the ones that are near the player. Currently, I do this by constructing a list of all the ...
3
votes
2answers
434 views

A Star pathfinding algorithm, multiple node set optimization

I'm trying to determine if this is an optimization I should pursue or if this is way to complicated to be worth my time. I've successfully implemented the A Star Algorithm for my video game. I used ...
4
votes
1answer
148 views

Large 2D Arrays Causing Garbage Collection

I've been working on a game in Java that, for this post's sake, looks like Terraria and has random world generation. I've been using Vectors to contain my tile/block objects, but recently due to the ...
4
votes
1answer
364 views

Can an existing game be optimised by converting it to use cel-shading?

I assume it's possible to cel-shade existing games through API interception. If done properly, could this be used as a rendering optimization technique? This means rather than doing the cel-shading ...
0
votes
4answers
161 views

How can I optimize performance when updating tiles?

So I'm making a side-scrolling adventure type game in Java. The worlds are procedurally generated, so I can't manually place tiles. Therefore, I every 20 ticks (1/3 second) I update every block's tile ...
14
votes
3answers
16k views

How can I make huge terrains in Unity?

How can I make extremely huge terrains in Unity? It seems like I can set width and length to large values. But the Heightmap resolution only goes up to 4097 and the Detail resolution only goes up to ...
3
votes
1answer
95 views

CSS Sprite position updates slow due to addition of 'px'?

I'm moving fewer than 10 position: absolute elements around the screen. An enormous amount of CPU time (profiled in Chrome as (program) i.e. native code) is used where I do the following: style.left ...
0
votes
1answer
938 views

How to calculate FPS and what factors affect FPS?

In this case, FPS means Frames Per Second and that means the number of frames that graphic hardware render in one second. I'm wondering what kind of stuffs could affect FPS? So, for some tests I ...
14
votes
5answers
1k views

Optimizing collision engine bottleneck

If this is your first time on this question, I suggest reading the pre-update part below first, then this part. Here's a synthesis of the problem, though: Basically, I have a collision detection ...
0
votes
0answers
74 views

Image layer into tile map concept

I'm not really familiar with programming but I wanted to ask if someone could give me some tips. I would like my game maps could be easily designed in some kind of graphics editor. I came with an idea ...
5
votes
2answers
349 views

How can I optimize a parallax effect consisting of multiple transparent layers?

I have a parallax effect in MonoGame consisting of multiple semi-transparent layers of textures. The effect is simple, but rendering multiple transparent layers on top of each other is rather slow. ...
0
votes
1answer
108 views

What is the optimal way to handle matrix internal data storage for interop with native graphics apis?

I'm writing a managed (c#) game engine and have stumbled on a bit of a crossroads in design/implementation regarding matrix types. Matrix types need to be optimized for marshaling to native graphics ...
0
votes
1answer
176 views

Optimizing Draw calls in MonoGame Android platformer

I am working on a 2D platformer that is in the final stages of optimization. I have a few different devices for testing, and I am trying to get the best possible framerate on the weaker ones. On a ...
2
votes
1answer
145 views

Rearranging array for memory efficiency

This is a question about a passage from this article: I suggest having every game object exist within a single giant array. This keeps game objects together in memory, and even though deletion ...
0
votes
0answers
24 views

how do I know what blocks to draw in a lightweight Minecraft style game [duplicate]

I am creating a lightweight minecraft style test game in C++ using opengl es. I have come upon a problem while planning it though - what is the most efficient way to render blocks? I know about back ...