The quality, efficiency, and speed of running gameplay as a result of several factors in the design and structure of the game and its architecture.

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1
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2answers
65 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?
0
votes
0answers
40 views

What variables change the number of lightmaps

I need to know what changes the lightmap size. For example what changes the lightmap from being 2*1024*1024 to 4*1024*1024 - having larger textures or having larger quads (having more models) or ...
37
votes
7answers
6k views

What are the performance difference between unsigned and signed integers? [closed]

I am aware of the performance hit when mixing signed ints with floats. Is it any worse to mix unsigned ints with floats? Is there any hit when mixing signed/unsigned without floats? Do the ...
1
vote
0answers
82 views

Unity sprites are no longer batched after the object rotates/moves

With Unity 5 and access to the profiler, I'm running our game through some stress tests so I can find where our performance issues are. While testing having 1024 units on the screen with 4 selection ...
0
votes
3answers
326 views

In OpenGL what's quicker, lots of smaller VAOs, or one large one updated each frame?

In my game engine, a mesh can be made of many submeshes. These submeshes may or may not share vertex data with the rest of the mesh, if they don't they have their own vertex data array. I've noticed ...
2
votes
1answer
295 views

When should I load assets for optimal performance?

I'm writing a game using LWJGL and Java, and was wondering if there were best practices for when to load resources. I have seen examples that load all resources when initializing the game (XNA), ones ...
0
votes
1answer
230 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 ...
2
votes
1answer
146 views

Is there a way to manipulate a pixel Array on the GPU?

I'm currently working on a 2D-Game and i want to draw and calculate the whole screen myself through a pixel array. I'm programming in C++, using SDL 2 and OpenGL specifically a OpenGL Texture which is ...
0
votes
0answers
46 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 ...
0
votes
1answer
157 views

Drawing the same model multiple times

I am looking ways to improve the efficiency of my draw method in XNA/Monogame and understand how things work. I have just a group of 4 models (bricks), (red, green, blue, yellow) I am drawing multiple ...
0
votes
1answer
105 views

Are lightmaps also considered textures?

I want my game to support phones with max texture size of 1024 so my texture atlases are 1024. My question is: are lightmaps also considered textures and their max size must be 1024? Or they can have ...
2
votes
1answer
137 views

What is the performance impact of rendering a larger quad?

Lets say I have two planes and I textured them in blender with a 512*512 tiled texture. One plane is bigger than the other (for example, one plane tiles the texture 60 times but another only six ...
0
votes
0answers
52 views

Continous horizontal animation of objects

We have to continously animate objects from right to left in a panel. The player has to pop the first object. If the first object could not be destroyed by the player and it reaches the left ...
0
votes
2answers
90 views

Improving the performance of smooth movement up and down

I would like to achieve a smooth movement of a game object up and down. The way I have always seen this done is via a sine wave, and adding the value of y for a specified X to the game objects value ...
0
votes
1answer
2k views

Fullscreen + Vsync = Stuttering

In my research for a stuttering problem in my game engine, I think, I have found the problem, but don't have any idea why this is happening, that's why I ask you if you have an idea ! The situation : ...
1
vote
1answer
131 views

Draw multiple triangle strips in one draw call DirectX

I'm running into a bottleneck where I'm drawing many basic disconnected colored triangle strips in DirectX 9 (XNA). The problem comes with drawing them all in seperate draw calls, so I'd like to batch ...
10
votes
5answers
5k views

Poor performance in android when running APK, runs fine in browser

I have created a small game project in HTML5 using Phaser engine (tried both 1.1.5 and 1.1.6). Then to port it to mobile platform, used Phonegap/Cordova for Windows Phone 8, Android and iOS. In my ...
23
votes
12answers
4k views

How can I make A* finish faster when the destination is impassable?

I am making a simple tile-based 2D game, which uses the A* ("A star") pathfinding algorithm. I've got all working right, but I have a performance problem with the search. Simply put, when I click an ...
2
votes
1answer
100 views

Alternatives to map of strings in regard to performance

I would like to start my first question here with a subjective question. I think it qualifies as constructive. To introduce the situation: I have a 2D tiled map. I also had different arrays of ...
8
votes
2answers
2k views

How do OpenGL's texelFetch and texture differ?

I understand the main differences between texelFetch and texture, but have some questions about the details: Does texelFetch involve a performance penalty? Such as not using a cache or such? Are ...
4
votes
1answer
272 views

Is it more efficient to render full size with AA, or scaled down with no AA?

Which is more resource-efficient (given a typical modern 3D game scene): Rendering it at 100% scale with anti-aliasing, or Rendering it larger and scaling it down to fit the screen, but without AA? ...
3
votes
1answer
696 views

Why would it be faster to render using multiple canvas elements?

This video suggests that rendering using multiple canvas elements helps performance. How does this work? The idea was to use one for the player, one for the enemies, another for the background, ...
6
votes
1answer
1k views

VBO and gl*Pointer management practises?

I'm aware it's not a simple yes/no question and for the moment I can't tell if it can be simply answered, or is it a topic for a long discussion which is not suitable for our Q&A format. I want ...
2
votes
1answer
111 views

How can I estimate the perfomance of graphics cards I don't have? [duplicate]

I'm developing a voxel game with OpenGL and want to optimize the number of rendered faces. How can I estimate how many faces at most a modern graphics card of a certain brand is able to compute, while ...
0
votes
2answers
110 views

Collision detection enhancement

I am developping a spaceinvader-like game. There comes the problem of how to handle collision detection. At first I was doing like that : forEach(fireBall : fireBalls) { forEach(stormTrooper : ...
1
vote
0answers
237 views

Phaser noob: Why is my Phaser game jittery? [closed]

I'm just getting started with HTML5 game development, and I'm very impressed with the quality of Run Pixie Run and bunnymark in both desktop and mobile, so I've started making a game using Phaser ...
1
vote
2answers
185 views

Optimizing Collision Detection in a 2D Game

I am optimizing my "little" Java (LibGDX) shooter game, and perhaps unsurprisingly, collision detection is a "bottleneck"; I've kind of reached my performance goals already, but I want to tweak the ...
2
votes
1answer
703 views

iOS: OpenGL ES 2.0 render texture with glScissor performance

I have drawn image with OpenGL and will redraw tile of its texture (non filled area). Which case will work faster? Set glViewport with full texture's rect, draw full texture and use glScissor ...
0
votes
0answers
121 views

Java Graphics performance issue when drawing transparent shapes

I've started working on a game engine for fun with no external libraries. I've started creating a simple particle system and I've come to some huge performance issues. I have the following frawing ...
6
votes
1answer
1k views

How to profile CPU and GPU performance if I have a monster PC?

I'm going to upgrade my PC soon. I'm worried that I will no longer spot performance losses in my game because of the better specs. I can check memory usage easily, but how do I check and debug CPU ...
6
votes
1answer
246 views

Why does accessing a uniform float make my shader more than twice as slow?

My fragment shader was significantly slowed down by a recent change, and I've been trying to understand why. I isolated the main slow-down to accessing a single particular uniform float. If I include ...
17
votes
4answers
4k views

Is there any harm in having the main game loop run uncontrolled?

I was wondering if there is any possible harm when my game loop runs as fast as the system allows? I currently have a loop, that, by measuring passed time in nanoseconds, runs the game logic and ...
1
vote
0answers
257 views

Does Unity's “Compression quality” affect ETC2 compression?

In Unity I am using "Advanced" texture options on Android with ETC2 8-bit compression. There is an option for "Compression quality" as described here: ...
6
votes
3answers
6k views

How do C# and JavaScript differ in Unity development? [closed]

Other than the obvious language differences, how do JavaScript and C# differ when developing games in Unity3D? Is there a noticable performance difference? Is the JS code packaged as-is? If yes, ...
0
votes
0answers
105 views

Additive blend over camera preview

I am using SurfaceTexture to draw camera preview through opengl after applying blending but new camera preview frames overwrite my previous frames although i am not clearing my color buffer. I want my ...
1
vote
1answer
55 views

What is the fastest way to know if the current coordinate in screen-space is odd or even in GLSL/GLES2 frag shader?

I want to make a post-effect where every second column of pixels is colored differently, and I want to implement this as a GLSL fragment shader on GLES2. The question is what is the most effective way ...
2
votes
1answer
346 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 ...
2
votes
3answers
391 views

Issues with ECS performance

I'm currently implementing ECS in "classic" sense, as defined by this wonderful post, where we have Entities, Components and Systems. And I'm having a serious (for me) performance issues. They come ...
0
votes
1answer
51 views

Grants a Higher Texture downsized a better quality than a texture with the downsized resolution?

if i use a texture in a game with a resolution of 128*128 for a tile which is actually 64*64 on screen and both textures show the same image just in different resolutions. One in 128*128 and one in ...
0
votes
1answer
35 views

Heuristics used for determining device performance

Often times PC games offer an elaborate settings page which lets you turn 20 different knobs. Users can modify these settings at will in the pursuit of performance, or conversely, visual quality. ...
2
votes
2answers
544 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 ...
10
votes
3answers
943 views

Cache misses and usability in Entity Systems

Lately I have been researching and implementing an Entity System for my framework. I think I read most articles, reddits and questions about it that I could find, and so far I think I am grasping the ...
4
votes
1answer
166 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 ...
2
votes
2answers
102 views

Traditional Chunk Loading vs. Chunk Swapping

I'm designing a voxel-based game (aren't we all?), and just yesterday implemented infinite terrain generation. I'd already had the terrain generation working off of simplex noise, so this wasn't a ...
4
votes
1answer
1k views

OpenGL - Drawing multiple meshes at once using VBOs and IBOs

I have been learning OpenGL 2.1 but using shaders, VBOs, IBOs, etc. I have gotten a rendering engine that can load and draw meshes, materials, forward lighting (no shadows yet), SceneNodes, and ...
3
votes
1answer
109 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
0answers
62 views

Casting every received packet as struct?

What is the best performant solution to handle received data from socket, in a MMORPG game? Is it good to have something like: [StructLayout(LayoutKind.Explicit, Pack = 1)] public struct LoginPacket ...
5
votes
1answer
295 views

How to describe the performance requirements for a PC game?

System requirements describe the minimum specifications of the hardware and software required to play a game, in terms of performance and compatibility. Some requirements are clear-cut, like the ...
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
2answers
127 views

Performance Difference Between Content.Load and Texture.FromStream xna

Is there any performance difference between Texture2Ds loaded using the content pipeline and Texture2Ds loaded using Texture2D.FromStream()?