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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5
votes
1answer
926 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 topic for a long discussion which is not suitable for our Q&A format. I want to ...
-1
votes
1answer
777 views

Vertex shader are evil for performance?

I found that the vertex shaders are sometimes very useful, especially because they can generate geometries and extract and use a lot of informations from just 1 image. The problem is that my project ...
9
votes
2answers
988 views

XNA stuttering at regular intervals

I'm trying to do hardware instancing but I'm hitting some strange performance problem. The average framerate is around 45, but it's extremely choppy. Windowed SynchronizeWithVerticalRetrace = false ...
4
votes
2answers
437 views

Geometry vs sprites

I'm developing an android game, where the enemies are geometrical shapes. Performance is a main goal for me so I was wondering if defining shapes directly in OpenGL would be more efficient than using ...
0
votes
1answer
459 views

Optimizing hierarchical transform

I'm transforming objects in 3D space by transforming each vector with the object's 4x4 transform matrix. In order to achieve hierarchical transform, I transform the child by its own matrix, and then ...
0
votes
1answer
2k views

Triple buffering causes input lag?

Consider some time in between two vsyncs. Suppose the first display buffer is being used to display the current image, and suppose the game was really fast and computed and rendered the next image to ...
3
votes
3answers
2k views

How many BasicEffects do you have in a Game? What is the best way to render multiple objects/shapes at once?

I'm trying to understand 3D rendering and it seems that everytime you render a new object (A 3D Cube or something) you need to have a new BasicEffect for each Box you render unless you want the exact ...
2
votes
2answers
755 views

Can frequent state changes decrease rendering performance?

Can frequent texture and shader binding decrease rendering performance? "Frequent" binding example: for object for material in object render part of object using that material "Low count" ...
2
votes
1answer
277 views

What kind of performance issues does multiple instances of the exact same object have on a game?

I'm fairly new to programming, and I've pretty much learned all the things I know on the go, while working on projects. The problem is that there some things that I just don't know where to begin ...
3
votes
4answers
956 views

Higher Performance With Spritesheets Than With Rotating Using C# and XNA 4.0?

I would like to know what the performance difference is between using multiple sprites in one file (sprite sheets) to draw a game-character being able to face in 4 directions and using one sprite ...
0
votes
1answer
263 views

Xna performance [closed]

I'm thinking about starting to write a game and my primary concern is performance. I was thinking about writing it in xna (client), and then also writing the server in c#. Will this be fast enough for ...
2
votes
2answers
891 views

Simple OpenGL program major slow down at high resolution

I have created a small OpenGL 3.3 (Core) program using freeglut. The whole geometry is two boxes and one plane with some textures. I can move around like in an FPS and that's it. The problem is I face ...
1
vote
1answer
182 views

How to achieve best performance in DirectX 9.0 while rendering on multiple monitors?

I have read this article, and I am making use of some pixel shaders to achieve some effects. At most four shader effects can be applied at same time. What are the best practices to achieve best ...
18
votes
1answer
9k views

What is the benefit of triple buffering?

I read everything written in a previous question. From what I understand in double buffering the program must wait until the finished drawing is copied or swapped before starting the next drawing. In ...
4
votes
4answers
1k views

A* algorithm very slow

I have an programming a RTS game (I use XNA with C#). The pathfinding is working fine, except that when it has a lot of node to search in, there is a lag period of one or two seconds, it happens ...
1
vote
2answers
159 views

What calls trigger a new batch?

I am finding my project is starting to show performance degradation and I need to optimize it. The answer to my previous question and this presentation from NVidia have helped greatly in understanding ...
1
vote
3answers
286 views

Material usage, one per model or per object?

Is it better (memory, time (of developer), space) to use single model that is unwrapped and uses a single material or to break a model down into appropriate bits, each with their own smaller ...
8
votes
2answers
585 views

Does use of simple shaders improve performace/battery life?

I'm making OpenGL game for Android. Till now i've used only fixed function pipeline, but i'm rendering simple things. Fixed function pipeline includes a lot of stuff i don't need. So i'm thinking ...
8
votes
5answers
544 views

What implications does JIT (javascript/canvas) vs. AOT (Flash) have in terms of browser based game performance?

In my experience, even till this day, I still see more of a visual lag in entity movement / animation in JavaScript (Canvas) based games than I do in Flash based games. Why is this - what exactly is ...
2
votes
3answers
489 views

For the handling of buildings on a tile-based strategy game, what aproach should I use?

On a tile-based game of the strategy genre, which allows the player to place buildings over the terrain tiles, there are multiple approaches that can be taken for handling such situation. The ones ...
3
votes
1answer
611 views

Can glTexImage2D() use an already existing memory block?

Can I use glTexImage2D() and / or glTexSubImage2D() (or maybe there's some other method I don't know about) with an already existing block of memory, instead of always uploading the changed pixels? I ...
2
votes
3answers
616 views

std::vector performance for pixel buffers

Doing software 2d pixel buffers, blitting, etc. Someone was telling me there's absolutely no overhead involved in using an std::vector to represent objects, I was wondering if std::vector is indeed a ...
6
votes
2answers
556 views

An odd performance problem rendering a simple scene (less than 14k vertices) in OpenGL using two vbos with LWJGL

Problem I have been having a strange degrading performance issue rendering a simple scene containing two "chunks" of 4x4x4 cubes each. Video of problem This is a screen capture showing my console ...
2
votes
0answers
422 views

FPS Drop after upgrading to XCode 4.3 [closed]

I'm hoping someone else has experienced this and subsequently found a solution as I am about to light my own hair on fire in frustration. Simply put, I was creating a Cocos2D app using XCode 3.2.6 ...
1
vote
1answer
2k views

Optimized algorithm for line-sphere intersection in GLSL

Well, hello then! I need to find intersection between line and sphere in GLSL. Right now my solution is based on Paul Bourke's page and was ported to GLSL this way: // The line passes through p1 and ...
7
votes
2answers
398 views

Windows Phone Performance Analysis makes game run faster. Possible reasons?

A XNA game I was making was running slowly on my WP7 device. However when I started it in Windows Phone Performance Analysis to find the bottleneck, the game ran smoothly on the same device. I ...
4
votes
2answers
267 views

What does “kTriangles/s” mean in hardware graphics benchmark reports?

I've looked around and found several sites offering benchmarking statistics for mobile platforms and I've been seeing the unit of measure as "kTriangles/s". Originally I misread this, missing the 'k'; ...
5
votes
2answers
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 ...
3
votes
3answers
3k views

Object pools for efficient resource management

How can I avoid using default new() to create each object? My previous demo had very unpleasant framerate hiccups during dynamic memory allocations (usually, when arrays are resized), and creating ...
3
votes
3answers
494 views

What is better for the overall performance and feel of the game: one setInterval performing all the work, or many of them doing individual tasks?

This question is, I suppose, not limited to Javascript, but it is the language I use to create my game, so I'll use it as an example. For now, I have structured my HTML5 game like this: var fps = ...
1
vote
1answer
864 views

Multiple buffering in OpenGL on Windows

What is the most common way modern games perform triple buffering ? What does the SwapBuffers exactly do in terms of OpenGL states ? Is it possible to perform double and triple buffering ...
1
vote
2answers
253 views

How to track and find entities within radius in realtime game?

What is best approach to implement tracking in real time for, say, 1000 npcs? Every frame update simple a square grid (remove or insert into linked list) and every time check in square radius? I tried ...
3
votes
3answers
236 views

When is it best to load screens in mobile games?

In the develpment of a mobile game, is it a good to load all the screens at the start of the game, or destroy and create new ones during the game? I am doing the second thing, because I suppose that ...
3
votes
4answers
3k views

IOS OpenGl transparency performance issue

I have built a game in Unity that uses OpenGL ES 1.1 for IOS. I have a nice constant frame rate of 30 until i place a semi transparent texture over the top on my entire scene. I expect the drop in ...
4
votes
1answer
3k views

Starting a Java activity in Unity3d Android

I wrote a small Java activity extension of UnityPlayerActivity similar to what is described in the Unity docs. It has a method for displaying a song picking interface using an ACTION_GET_CONTENT ...
9
votes
1answer
252 views

Efficient solution for multiplayer space partioning?

This question is a little tricky, but I will try to make it clear. Lets say I am building an online game (not MMO-scale), but that supports as many players as possible, in a authoritative server ...
5
votes
1answer
286 views

Can I leverage the fact that my scene is often static to improve OpenGL (JOGL) performance?

My scene is drawn based on the location of several (often several million) vertices (kept in VBO's) and a camera. I can easily tell in my code when my scene has changed and when it hasn't. There are ...
2
votes
1answer
260 views

improving speed of 2d ball collision

I am making a game which has many balls bouncing around the screen (around 200-300 balls in a small area). One thing I am trying to do is improve the performance of the collision detection and ...
11
votes
2answers
3k views

How should I account for the GC when building games with Unity?

*As far as I know, Unity3D for iOS is based on the Mono runtime and Mono has only generational mark & sweep GC. This GC system can't avoid GC time which stops game system. Instance pooling can ...
3
votes
2answers
1k views

Which is worst: Too many VertexShader instructions, or FragmentShader instructions?

I want to have a better understanding of how to create shaders with optimal performance and realize where some bottlenecks can occur. Is it usually favorable (when possible) to delegate most of the ...
4
votes
1answer
2k views

Unity3D GUI - what exactly it does when create controls and check their statuses?

On unity3d website in the manual on this page: http://unity3d.com/support/documentation/Components/gui-Controls.html I found an example of "GUI.changed" function usage(below). And it looks like it ...
9
votes
1answer
442 views

Is it worthwhile to use particle pools in managed languages?

I was going to implement an object pool for my particle system in Java, then I found this on Wikipedia. To rephrase, it says that object pools aren't worth using in managed languages like Java and C#, ...
2
votes
2answers
136 views

A decent design for handling large creation/deletion of random objects?

So I was attempting a 'Hit the X' game (e.g Toss the turtle, spank the monkey) in which an uncontrollable object travels across the screen in hopes of hitting certain objects and avoiding others. My ...
1
vote
1answer
127 views

Drawback of using multiple bind flags

As far as I understand Direct3D 11 I have to specify certain BindFlags in order to use a resource in a specific stage of the pipeline. From my experience some combinations are more common like ...
4
votes
1answer
112 views

Capturing a programs performance

I'm trying to capture the performance of the GPU, CPU, FPS and memory usage on a program I'm currently working with and want to avoid having to write my own performance capture stuff. Does anyone know ...
3
votes
4answers
1k views

Why does using multithreading during my load screen increase my load times? [closed]

OK, I added a loading screen to my game, and in order for the game able to update and show a loading screen and load stuff in the background I came to the concludsion that I needed to host the loading ...
2
votes
1answer
424 views

Can using different vertex-buffers for each vertex-attributes be good in certain scenarios?

Is there scenarios where this is actually good practice? Or does it slow down performance? Example: //Vertex format is: //X, Y, U, V var myXYs:Vector.<Number> = new <Number>[ -1, -1, ...
24
votes
6answers
10k views

How can I improve rendering speeds of a Voxel/Minecraft type game?

I'm writing my own clone of Minecraft (also written in Java). It works great right now. With a viewing distance of 40 meters I can easily hit 60 FPS on my MacBook Pro 8,1. (Intel i5 + Intel HD ...
8
votes
2answers
510 views

Automating XNA Performance Testing?

I was wondering what peoples approaches or thoughts were on automating performance testing in XNA. Currently I am looking at only working in 2d, but that poses many areas where performance can be ...
11
votes
4answers
3k views

How to continuously find all entities within a radius efficiently?

I have a very large number of entities (units). On each step, each unit needs to know the positions of all units near it (distance is less then given constant R). All units move continuously. This is ...