Questions tagged [optimization]

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.

Filter by
Sorted by
Tagged with
1
vote
0answers
40 views

Is Loading Assets Before Game Start Necessary? [closed]

I am creating a relatively simple game engine that uses opengl. Do I need to create a system that loads all the 3d models / textures from files before the game starts, or is loading them during ...
1
vote
1answer
42 views

Excluding geometry from a shadow casting light in deferred rendering

Is it possible to exclude geometry from a particular shadow casting light in a deferred rendering pipeline? If yes, can it be done correctly or are there limitations? This is mainly to reduce the ...
0
votes
2answers
172 views
2
votes
2answers
202 views

HIGH energy consumption in Empty Scene Unity iOS

I am struggling from quite long about this issue where I am having High Energy Impact in Unity 2019.2.16f1 on iOS platform and it doesn't matter which device I am using. It occurs on iPhone6 to ...
1
vote
1answer
212 views

Calculating real time moment of inertia around arbitrary axis in 3d

I have a 3d rigid body consisting of multiple triangles forming a closed mesh. I know how to calculate the moment of inertia around an arbitrary axis by splitting up the mesh into simpler shapes and ...
6
votes
1answer
441 views

On Android, How can I avoid FPS drops during sensor listener setup/tear down?

When I open my Android app after 5 or 10 seconds it sets up the sensor listener, during which I see clear stuttering and the FPS drops for a second to 40 instead of 60. Is there a way to avoid this? ...
2
votes
2answers
644 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 ...
1
vote
1answer
73 views

Optimizing spawning 500 objects every 3 seconds

Using Object Pooling, assuming I'll like to spawn 500 cubes once every three seconds. How do I make it performance friendly? I need ideas, not the code itself.
63
votes
11answers
98k views

What is the fastest way to work out 2D bounding box intersection?

Assume that each Box object has the properties x, y, width, height and have their origin at their center, and that neither the objects nor the bounding boxes rotate.
1
vote
3answers
176 views

Is there a difference between using one large mesh with 100k polygons and using 1000 meshes with 100 polygons each?

I'm planning on creating a first-person shooter for mobile. Now I know that fps games usually have a lot of meshes in the scene (trees, buildings, terrains, etc.). So I've been looking at a lot of ...
0
votes
0answers
23 views

Removing detail in terrain grid where it's not needed

Let's say I have a terrain system which uses a brute force approach to rendering; a typical regularly spaced grid which covers the whole area, and there's no level of detail system. One possible ...
2
votes
1answer
113 views

How to calculate a perfect Super Mario speedrun?

I've dedicated my time to Super Mario lately, so eventually I ended up watching some speedruns. I thought to myself, how could one calculate the perfect set of minimal in-game movement? I considered ...
0
votes
0answers
45 views

Unity Light Baking for Best Balance between Performance and Visuals

I'm trying to optimize my Unity game. I have static objects, dynamic objects and (only) static lights. I wish to fully pre-compute lighting and shadows for the static objects while still ...
0
votes
0answers
37 views

Occasional lag-spikes in performance in heavily optimized game (profiler screenshots included)

So I've been working on a mobile-based platformer for a few years now. I've spent more than a year optimizing the game for mobile as much as I could. Almost every single one of my meshes are using ...
0
votes
1answer
82 views

Dealing damage over multiple frames without damaging the same enemy twice

I am using Physics.Overlap to find which enemies are in my damage range. But dealing damage in only one frame is not what I want. Some attacks should be active for ...
1
vote
1answer
108 views

To split or not to split large 3D objects?

I have a fairly simple question for which I'm seeking guidance: Should large 3D objects be splitted into smaller ones? By wide, I mean an object that would be as wide as a game level is, below is ...
3
votes
1answer
174 views

Quadtree for AABB collision boxes

I have a whole bunch of entities constantly being processed and testing for collisions. I've tried to optimize this by stopping certain entity types from checking each other, dead entities not being ...
3
votes
2answers
155 views

C++ Object management/deletion

I am working on a game with a lot of bullets, currently every second it loops through a vector of bullet objects and checks if its marked for erasure or not. ...
1
vote
0answers
40 views

What are the pros and cons of using larger tiles in a 2d game with freely placed entities?

I am working on a 2d game with the Godot Engine and I'm about to start drawing the tiles for the ground tileset. These will be used solely for the purpose of painting the ground because the trees, ...
3
votes
4answers
990 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?
21
votes
5answers
5k views

Learning to optimize with Assembly [closed]

I am a second year student of Computer Games Technology. I recently finished my first prototype of my "kind" of own pathfinder (that doesn't use A* instead a geometrical approach/pattern recognition, ...
26
votes
7answers
8k views

Is the Microsoft recommendation to use C# properties applicable to game development?

I get that sometimes you need properties, like: public int[] Transitions { get; set; } or: ...
0
votes
0answers
31 views

Text Pooling Optimizations

In my game I have created popup text for gained points when enemies are killed. it pops up wherever the enemy was and will say something like "+32" float up a bit and fade away at the same time. ...
0
votes
0answers
28 views

Is it efficient to use colliders on UI canvas in Unity?

Basically I have a task where the player will be able to drag an object (as UI Image), and place it inside a bag (another UI image). What's the best optimized way to do so? As I researched, I do not ...
2
votes
1answer
135 views

Why is my openGL rendering faster when I time it with GL_TIME_ELAPSED

I have some code that was rendering too slowly, as in there was a noticeable lag in when updating the screen in response to user input. I tried profiling the CPU side code, but that did not seem to be ...
0
votes
1answer
162 views

Using Burst Compile attribute on methods

Can we use BurstCompile attribute without using any Jobs or ECS System in Unity? does adding [BurstCompile] attribute before ...
0
votes
0answers
47 views

Optimizing large number of ModelRenderable cubes with ARCore?

I am creating an ARCore Android app that involves rendering up to thousands of cubes, of course using a Node and ModelRenderable object for each. Understandably, I'm unable to do that without running ...
18
votes
3answers
2k views

How do you prepare for out of memory conditions?

This can be easy for games with well defined scope, but the question is about sandbox games, where the player is allowed to create and build anything. Possible techniques: Use memory pools with ...
0
votes
0answers
29 views

How can I reduce memory use when implementing an animation in UE4?

We've already made a tank's track spline animation but it's using a lot of memory because it's implemented inside a tick function. So, it needs to check every second but as you may know it requires a ...
1
vote
0answers
108 views

How to make effective permament rubble in a voxel game made in Unity3D?

I'm working on a semi-voxel game, and I already optimized the voxel structures' meshes by combining and chunking them. When I destroy a voxel, I spawn a low poly voxel fragment, with a rigidbody and ...
2
votes
1answer
97 views

On changing a voxel, don't recombine everything again, only modify the changed parts?

I'm working on a voxel based game, where destructible structures are made out of cubes. (Some of them has 3000 voxels) I solved the framerate issues by combining them, but after making it able to ...
0
votes
0answers
52 views

Remove nested if statements

I have been learning a new method of programming. I have been programming many years and am recently finding out there is a better method in general via abstract classes. My question is how to ...
2
votes
2answers
487 views

Most efficient way to get the closest point to a 3d rectangle

I have a 3D rectangle, with 4 points (x,y,z) And I have a player, who can be anywere (inside the rectangle, outside, not even in the plane, in the corner...). I would like to get the closest point in ...
0
votes
0answers
56 views

Overdrawn pixels vs many polygons, which affects performance the most?

I know that having overdrawn pixels is not desirable as well as having many polygons since they can decrease performance. Often when I model I have an option to decrease the number of polygons by ...
3
votes
2answers
4k views

Handmade Terrain vs. Terrain Engine in Unity?

I'm planning a game right now, to be made in Unity, and I'm trying to decide how I'll approach the basic level construction. Essentially, my game takes place on an island in an infinite ocean, very ...
0
votes
1answer
127 views

Unity using 40% GPU for just a UI interface on ultra but 90 on low?

So I made some software using unity for my FRC team. All this application is, is just a User Interface with labels, input fields, buttons, etc... When I choose the quality to be on Ultra, I will get ...
1
vote
0answers
29 views

Optimization of linear solving for small matrices (10x10)

How to optimize the hell out of linear system solving for small matrices (10x10)? This would be used in an AR engine for a few games, but has to be done very fast. This solver is to be executed in ...
0
votes
1answer
41 views

Simplify Matrix math code- Sun billboarding

If was trying to set the correct position of my sun billboard in my 3d game. I tried long until it worked correctly, but I wonder why this code must be so complicated: ...
0
votes
1answer
115 views

Too many objects to update in db too often

We are creating a RTS mobile game and we face some problem dealing with updating a lot of object in db too often. Our game is a RTS in which players can attack enemies cities an take them. The world ...
32
votes
1answer
7k views

How are entity systems cache-efficient?

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

Avoid useless copies of buffers

The other day I was looking at a opensource engine, basically it was uploading the image from a file to a RAM buffer adding some decoding while streaming (I assume this is done "in-cache" so I can't ...
0
votes
0answers
282 views

Greedy Meshing : Slow to rebuild when updating chunk

I've a problem with my voxel based game. The game is sliced into chunks (Like Minecraft), each chunk is 16x256x16 blocks. When I started the project, I used a basic culling system when hidden blocks ...
3
votes
1answer
275 views

How do I efficiently collide and match groups of coloured circles?

I am new to game programming and working on clone of this game in libgdx. The game has some static balls and one ball that moves. I want to check if the moving ball collides with any static ones, but ...
1
vote
1answer
93 views

GPU (render time) increase if screen size increase

i create a simple 2d scene in unity 2017.3.1f1 I changed the size (height and width) in the Game View and proflie to see how it affects the rendering.. (below photo) I saw that the rendering time ...
0
votes
1answer
325 views

low FPS when battery is low ( unity android )

i make a simple 2d scene in unity 2017.3.1f1 (only 5 sprite renderer). I realized that when my Android device's battery is under 20 %, the frame rate will be 60 to 30. I did all the optimizations I ...
3
votes
3answers
4k views

Optimized rendering of a cube mesh world

I want to render a cube-mesh (a.k.a. Minecraft-style) world. If I render each existing cube it will eat up FPS pretty quickly. How can I optimize it? I understand that the point is to not render ...
2
votes
2answers
496 views

Help w/ iPad 1 performance for tile-based DOM Javascript game

I've made a 2D tile-based game with DOM/Javascript. For each level, the map data is loaded and parsed, then lots of tiles ( elements) are drawn onto a larger "map" element. The map is inside of a ...
3
votes
0answers
197 views

Pre-Hash Input Strings in Unity

So with the new Animator system, Unity has smartly allowed us to pre-hash the strings for looking up variables within the Animator state machine, using the Animator.StringToHash static method. This ...
0
votes
1answer
173 views

Most efficient way to remove a Rectangle ? Monogame/XNA

I have a project in which I'm trying to remove the "collision box" (Rectangle class) of one of my enemy. My game logic basically is: ...
5
votes
1answer
1k views

How do I reduce overdraw in a forest scene with lots of foliage?

Unity comes with an overdraw view that looks something like this: We've probably all seen it, and have probably been advised to check for overdraw. How do you go about actually doing anything about ...

1 2 3 4 5 8