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Questions tagged [performance]

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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Is Unity Legacy/Diffuse shader almost as efficient as Mobile/Diffuse shader (for mobile apps)?

I am developing mobile apps. I know that Mobile shaders are the best options for mobile apps in terms of fast performance. However, I purchased 1 Unity asset, which only works with Legacy/Diffuse ...
Job_September_2020's user avatar
0 votes
0 answers
35 views

`textSubImage2D` inconsistent performance

I have a problem when creating a texture with WebGL. The thing that I do not understand is that the first call with texSubImage2D with a canvas leads to the ...
hoangphatmonter's user avatar
2 votes
1 answer
67 views

How to set up high-performance collisions for level geometry in Unity?

I'm new to Unity. I was wondering what the best workflows were for placing colliders. I'm going for high performance, and I've heard that mesh colliders aren't as performant as just placing down box ...
Taylor Goeman's user avatar
0 votes
0 answers
69 views

What settings on light components actually work in Rec Room Studio?

In experimenting around with the Rendering settings for a spotlight, I've discovered that the Culling Mask does not actually apply when a room is built. Despite the ...
Echoleta's user avatar
  • 143
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0 answers
30 views

Does the Rec Room Studio Performance Explorer account for static batching?

The Performance Explorer in Rec Room studio appears to be doing the naive calculation for draw calls where it just adds up unique materials on unique meshes. In the above image, all of the meshes ...
Echoleta's user avatar
  • 143
0 votes
0 answers
87 views

Huge framerate drops in an empty scene - what is going on?

I would really appreciate you guys helping me out with a baffling problem I am experiencing. I have a near-empty scene. It has one object, i.e., a ball bouncing in it, targeting 60FPS. I am deploying ...
Cato's user avatar
  • 93
3 votes
5 answers
3k views

Is there any performance penalty to unsigned integer underflow?

Is there any performance penalty to unsigned integer underflow? Suppose I have a computation subtracting two unsigned integers (so underflow can happen if b > a),...
Qwert Yuiop's user avatar
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0 answers
54 views

How to efficiently hash canonized structs

Say I have a canonized struct: { health: 100, items: ["apple", "knife"], name: "Bobby" } "Canonized" here means ...
Ibrahim's user avatar
  • 196
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0 answers
26 views

Efficient Implementation of Dynamic Snake-Like Body in UE5: Seeking Advice on Optimized Approach

Platforms: iOS, Android, and PC. I want to implement a snake body that can dynamically grow in length, narrow, and bend (simulate body movement, similar to bending in an arc). I'm using UE5, and ...
Toki.u. Doki's user avatar
0 votes
1 answer
660 views

Int vs Float, which one is faster for gpu?

My game need to loop through massive amount of data, and the amount of data can increase by a lot depending on world settings set by player. The data is too big for CPU so i need to use GPU for it ...
aaa's user avatar
  • 117
17 votes
3 answers
6k views

Game loop isn't performing well enough, so my frame rate is too low (Windows Form + GDI+)

I decided to learn about building games, so I picked up C# to use it along with Windows Form - I already have C# experience, so that was the main reason I did so. That said, I tasked myself to build a ...
curiousguy_08's user avatar
0 votes
1 answer
83 views

Improve performance of server updating game state

I have a Node.js game that sends update packets to players every 30ms. The code I currently use works this way: Get the entities within each player's vision. Create a temporary object that stores ...
hmmmm's user avatar
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0 votes
1 answer
203 views

In C++, should POD-types be used for performance-critical parts, where many instances of the type will be handled?

(In C++) For a type whose instances will be handled in great numbers in performance-critical areas, such as a Vector2 class representing 2D-positions, should such ...
JensB's user avatar
  • 157
0 votes
1 answer
18 views

Change of computing power/ time needed when imported Mesh triangle number changes

I am doing a Unity project, that makes it necessary to import a mesh consisting of triangles. As it is possible to reduce the amount of triangles in a mesh and keeping the structure similar, I am ...
the2second's user avatar
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0 answers
61 views

How to handle collision detection with different 2D shapes while maintaining performance? Is polymorphism appropriate?

If I'm making a small library for handling 2D shapes, should polymorphism generally be avoided? I know that it can worsen performance but it's not like polymorphism is never used in game development ...
JensB's user avatar
  • 157
1 vote
0 answers
107 views

ECS index data structure

I'm implementing an Entity-Component-System library based on simple dense array approach (using huge arrays for every component field with the size equal to the number of entities, where array[entity] ...
Andrew Kravchuk's user avatar
0 votes
1 answer
232 views

WebGL FPS is sometimes higher than max. FPS setting - why?

In lots of WebGL online games (all games I tested were made with Unity), my FPS is sometimes higher than the max, FPS setting of my PC (75), but why?
EarthAndMoon's user avatar
1 vote
0 answers
283 views

Tilemap vs terrain vs optimized mesh for top-down game

I'm experimenting with a top down vertical scroller in Unity, with a perspective camera, NOT orthogonal. (It's unclear how 'pixelated'/pixel art I will want the graphics but that's another question) ...
James Carlyle-Clarke's user avatar
1 vote
2 answers
159 views

Do game engines draw terrain and textures every single frame?

Let's say I have multiple meshes of static terrain, consisting of rocks and dirt that do not move. Does the game engine still need to draw static objects every single frame? Therefore, is it necessary ...
Cei's user avatar
  • 863
1 vote
1 answer
229 views

How to efficiently detect targets for AI?

A creator named NovemberDev made this game without having performance in mind, yet his enemy AI, while being relatively simple, is still extremely fast: his game can have hundreds of enemies all ...
Cei's user avatar
  • 863
0 votes
1 answer
141 views

lag spikes and low fps

fighting up to two dozen enemies at once the game runs perfeclty smooth... 30 enemies and the game starts to go from the 300-480 fps down to 30-180.... 60 enemies and all attacking at once...the game ...
Cei's user avatar
  • 863
7 votes
2 answers
7k views

Can I just convert everything in godot to C#

Does godot 3.5.1 support C# fully ? Like does C# for godot have all the same methods that GDscript has? I'm asking because I remember trying to learn gamedev a long time ago with C++, I was overwelmed ...
Cei's user avatar
  • 863
2 votes
0 answers
888 views

Unity 2021/2022 laggy/stuttering Android performance compared to Unity 2020

I have been working for quite a lot of time with the Unity 2020.3 LTS releases and everything seems to be running smoothly when building for the Android platform. I recently decided to upgrade the ...
Panagiotis Iatrou's user avatar
0 votes
1 answer
205 views

GPU and CPU mode, how do games do that?

I'm playing a lot of older games lately to learn new stuff, mostly private servers. A game called metin-2 has the option to use mostly CPU or mostly GPU... in GPU mode the game runs faster and lighter ...
Cei's user avatar
  • 863
0 votes
1 answer
174 views

How to improve performance of LiBGDX Android app?

After creating a few bodies and a map with collisions, the app performance clearly goes down. However, RAM and CPU don't seem fully stuck, but the game experience is horrible nonetheless. GameScreen ...
ognevo's user avatar
  • 1
0 votes
1 answer
249 views

How do game devs tie physics to fps?

If a GPU is rendering 3D graphics, doesn't it have to wait for the CPU to finish computing all the physics calculations before returning a frame? And if it does have to do that, then how does game ...
Nathan Francisco-Ribeiro's user avatar
1 vote
0 answers
148 views

Very high energy impact and frame drops on iOS

I have created a mobile 3D game and now I am running it on an iOS device. It works well and runs at about about 25 fps. But after a while, about 2-3 minutes, it drops to 15 - 18 frames per second. My ...
jasmine zhao's user avatar
0 votes
1 answer
461 views

How to get better performance with pygame?

I'm not a gamedev, I'm a API/Cloud dev, performance has never been an issue for me since most of the time we are limited by network calls. I've been playing with that for the past 2 days, I wanted to ...
sliders_alpha's user avatar
1 vote
1 answer
1k views

How to deal with large number of Navmesh Agents?

I have more than 200 units in a single scene, all of them use Unity's NavmeshAgent to set their destinations to the main target. The problem I'm facing is that some ...
jasmine zhao's user avatar
0 votes
1 answer
126 views

Why might performance of a Rust-sdl2 project be better while profiling?

I'm making a simple SDL2-based Rust game, on an OSX laptop. Graphics mostly involves drawing lots of colored squares to the screen. Performance is really slow for what I'm doing, so I decided to ...
sclamons's user avatar
0 votes
1 answer
2k views

Reduce Unity Editor loading times

Open project => Wait Start / stop game => Wait Change script => Wait Move object from project view => Wait You blink too often => WAIT even more ! And so on and so on.... And the ...
theCodeHermit's user avatar
1 vote
1 answer
83 views

Is it better to cut floor polygons where they're hidden under objects?

I have a floor that's interrupted by several objects sitting on top: Would it be better for performance to let the floor polygons extend straight through the footprints of these objects? Or should I ...
wuqs's user avatar
  • 13
0 votes
1 answer
140 views

Why do modern games take so long to reset the current level after failing?

While recently playing a game I kept failing at, I realized that I don't fully understand why I need to wait for the level to reset at all. Taking time to load a new level makes sense to me - assets ...
d33tah's user avatar
  • 125
0 votes
0 answers
59 views

Game FPS for smooth animation

I'm designing a 3D game. I have a question about object animation. My question is in case i ensure the 6o FPS game run (on some today's average machine) the distance object is being moved (for e.g. in ...
 darro911's user avatar
1 vote
1 answer
519 views

Why does it take around 5 times longer to sample large RenderTextures vs. sampling large Texture3D/2Ds in a Compute Shader?

Firstly I am in Unity 2021.3.11f1 using DX12. So the situation is the following. I have a large 3D RenderTexture, and I have a large 3D Texture3D with the same data, same format, same dimensions, same ...
Pjbomb2's user avatar
  • 11
2 votes
1 answer
1k views

In C#, is there any performance reason to implement ECS?

The formal ECS specification was developed to address gaming in a JavaScript environment. In any C# translation, this implies all of the classes' members must be public. My concern is that too many ...
user avatar
0 votes
1 answer
76 views

Pattern for scripts that should only update when in trigger range

I have a script that triggers when the enemies are in range of my objective, but it also contains an Update method for its the damage. I noticed that Update is being called even when the enemies are ...
Doug Ray's user avatar
  • 143
1 vote
0 answers
112 views

Improve performance of hexagonal tiles

I am trying to create a game similar to a board game on a hexagonal grid (also similar to Civilization game). I want the tiles to be able to display various textures and of course be able to detect ...
I_Keep_Trying's user avatar
2 votes
1 answer
1k views

How to understand when and where overdraw occurs

I've realized that I don't have a clear understanding of some of the technical specifics of overdraw in Unity. I often work on mobile, where overdraw is much more of a concern than it would be on a ...
Kevin's user avatar
  • 6,150
0 votes
1 answer
175 views

Will putting Screen.orientation in Update affect the performance?

If I put Screen.orientation in Update to detect whether the device is in landscape orientation, will it affect the game's performance? ...
jasmine zhao's user avatar
0 votes
1 answer
75 views

Blender exported model is giving better FPS than creating the meshes in Unity

I am experimenting with Hex grid layouts and testing the most efficient way of building a hex map. I tried 2 things: Build my own hex mesh using 6 triangles and 7 vertices Use blender to create a Hex ...
Youssef's user avatar
  • 101
0 votes
1 answer
225 views

Does the scale of a background image affect performance?

I have a background that's a half-square shape. If I increase the size of the background, for example by adjusting the scale of the model from 1x to 10000x, will this affect the performance of the ...
利维坦's user avatar
1 vote
0 answers
283 views

Mobile device heat up. What time before it heats up is considered good? Android/IOS Unity [closed]

could not find anything that answers this in a detailed way ? I managed to optimise the game to the point that the device heat up(real heat up and frame drop) only after 90 min of continuous gameplay. ...
Brother_77's user avatar
0 votes
0 answers
147 views

LWJGL removing voxel faces that are not visible

I am simply trying to achieve removing voxel faces that are not visible.What I have coded simply renders a chunk of 16x16x16. I already have back face culling enabled, which it does work. so as I'm ...
Solodobo's user avatar
0 votes
1 answer
299 views

Is there any performance difference between Draw() and DrawInstanced(1)?

The background of the question is, does it make sense to introduce an if case when drawing a mesh for whether there is instancing or not? This is using DirectX 11 ...
thalm's user avatar
  • 227
0 votes
1 answer
2k views

Unreal Engine 5 does not use shared VRAM

I have a HP Pavilion laptop with an integrated Intel Iris GPU, as well as a dedicated Nvidia Geforce MX 450. The Nvidia has a dedicated 2 GB VRAM, and the the two cards share an additional 16 GB of ...
Igor Trujnara's user avatar
0 votes
1 answer
74 views

Trying to debug slow DrawIndexed calls. 0.1+ms CPU usage per call

I have just been reworking my rendering pipeline. There is an issue I had noticed cropping up during this work but now its become constant and I cant figure out the cause. Every call to ...
dark_kosh's user avatar
2 votes
1 answer
535 views

Efficiently find all points within a circle

I am writing code that requires me to find all points within circle on certain parts of the screen hundreds of times per frame. I wrote a quadtree for this and have 1 method called query_circle that ...
Aayush's user avatar
  • 47
1 vote
1 answer
1k views

How fast or scalable is wave function collapse?

Specifically the generation part, if I wanted to use it at high resolutions. High level descriptions make me suspect O(n²) or worse, and demos are always low res, but fast-wfc describes itself as &...
Treer's user avatar
  • 113
1 vote
1 answer
2k views

Efficient way to check collisions for many objects

I am making a Bloons tower defense game and I came across a problem with regards to collisions. The way my code currently works is all the current bullets on the screen(could be potentially thousand) ...
Aayush's user avatar
  • 47

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