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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How to increase performance of Android AR scene

I'm wondering how to improve speed on this scene for AR on Android, since it's still sluggish. From what I could see, Unity instanced the particle system meshes automatically (is that correct?). I'm a ...
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How to quickly calculate the number of tiles between buildings in a tile system

my friend and I are currently working on a city builder game like Anno/Cities Skylines but with some own ideas and tweaks. (of course, on a much smaller scale) Currently, we are struggling a bit with ...
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Handling big maps server side

How do games handle arrays/objects of billions of lines to load every gameobject/players positions of big maps for example (server side, for authoritative servers)? I understand it could be split ...
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What algorithm is best for finding non-static nearest neighbors on a 2d grid?

A bottleneck I've hit is querying Quadtrees for finding nearby locations. It's much faster than comparing each location, but I'd like to find faster methods that work for moving locations. Profiles ...
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Use of CPU vs. GPU on mobile devices

I was always told that if a task can be parrarelized, I should put it on the GPU for better performance. Although this is defenetly true for computer GPUs, I was wondering if the mobile GPUs were so ...
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How to prevent a huge backlog of physics calculations from freezing browser when tabbing out of browser game?

I'm developing a browser game and am using the timestep implementation from the famous Fix your timestep! article. It works perfectly, but there is one problem. If you tab out of the tab and then come ...
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What is the most efficient way to detect collisions of a large number of similarly sized objects?

Also, the maps are around 4000x4000 (pixels) So, all the objects in my game are 2D circles, and they all have a radius of between 5 and 10 pixels. My current solution is to use a spatial hash where ...
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Is an ECS system without a traditional ECS memory layout a bad idea?

I've got a background in C++ but completely new to game dev, Unreal, and ECS. Recently, I learned about ECS and fell in love with the resulting project structure and theoretical reduction of spaghetti ...
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Unity 2021 Silicon Build Performs Poorly with DynamicGI.UpdateEnvironment()

I recently upgraded my large-scale RPG world project from 2019 LTS version to 2021 for the native Silicon support. I have a Silicon based Mac and even though the game seems to have smoother FPS in the ...
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Sandbox game: TCP or UDP

I know that UDP and TCP are not to be used at the same time, so I should only use one. I have read in this site that TCP should be used for a sandbox game. The problem is, My game is going to have ...
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HashMaps with String keys as animation keys okay?

In my project I use an ECS system. I have a SpriteComponent that contains a map of animations. ...
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High CPU usage with Godot tilemap

I am using Godot as my game engine and I am making a basic 2D game, I have a small map with 1 Player and 5 Enemies walking around in it. The game includes some basic code for walking and shooting at ...
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How to implement crowd movement in Unity without rigidbodies?

I am working on a mobile game where its core gameplay includes a bunch of objects (can exceed 100) walking around autonomously in an environment where they push each other and get pushed by other ...
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C# Jobs + Burst executing slowly (bottleneck?)

I'm trying to make a system where the player can do a RTS-like drag-to-select of tiles in a box to mark trees to be chopped or ores to be mined. I'm testing this system on a large scale, possibly ...
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More smaller scripts or less larger in Unity 2d Development? Better or worse performance? [duplicate]

In my unity 2d game I had large amount of scripts which were components of different enemies and obstacles. All of them were checking for collison, had FixedUpdate, Start and OnCollisionEnter2D and ...
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How to Pass Multiple VBOs to OpenGL for a voxel game

I'm trying to make a voxel engine (NOT based on an octree model). Currently I have a setup with a Chunk class, which stores the following: ...
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Libgdx pre-rendering Bitmap font to pixmap texture causes slow in-game rendering

Im using libgdx scene2d to render 2d actors. Some of these actor groups originally included scene2d Label actors for rendering static text. The Labels work fine but drawing ~20 of them on the screen ...
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Approximating off-screen action efficiently in a simulation game?

I have a character building constructs all over a pretty large map. My game blends elements of RTS and fast paced action in a room-based environment where players can only see one room at a time. I ...
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Improving performance of lighting on mobile

I'm trying to make a 3D game for mobile. When rendering a very simple scene, my performance drops from 60 fps to 30 fps when I use fragment shader lighting instead of vertex shader lighting. I really ...
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Should you avoid memory allocation and deallocation while the game is running?

I recently read this answer on this site, which says the following: making sure no allocation/deallocation is being done while the game is running is a golden rule of thumb. I interpret this as ...
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Make materials higher quality as the user gets closer

Scenario I have a sphere with an low-quality earth texture on it. I also have a much higher quality earth texture (Gigabytes in size) that I can use but it's too performance intensive to use on most ...
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What Unity editor settings maximize the editor performance?

I am teaching a Unity game development course through Zoom, and apparently the load of both Zoom and Unity is straining my 3 years old laptop. I would like to change some settings in the Unity editor ...
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Is treating object meshes as nav meshes a sensible strategy for grounding characters?

It bothers me that a lot of character controllers are written to rely on raycasting for movement along the ground. While this solution is very straightforward and general (especially in the sphere ...
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How can I efficiently and safely represent and query game state in the logic programming paradigm?

After learning Dialog, I've discovered representing game logic using the logic programming paradigm is a lot of fun; the composability and non-locality makes it feel like some kind of superior ECS. ...
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2 answers
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Is it plausible for Tetris to be running at around 250 fps on a laptop?

I coded a simple Tetris game to for some programming practice. It has all the features you would expect from Tetris, like rotating shapes and clearing rows. I implemented a frame rate measure tool out ...
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Seeking a more elegant solution to set buttons so they can increase specific ability level and stats

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Performance degrading when resolution increases for a 4k screen

I am new to Unity. I have a problem where my game has good performance on my non-4k screen. Bur when I play it on my 4k screen, the performance gets really bad. It looks like the resolution is ...
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Testing graphical & network performance of a game

I'm trying to compile a list things I should test to measure whether the development of a multiplayer game is going well. I've put a few links referring to Unreal to illustrate because that's what ...
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CPU / GPU usage are both below 100% - what is bottlenecking my game?

I've been developing a C++ OpenGL game for the last couple of months. A few weeks ago I was profiling the game and I noticed that the GPU usage was almost at 100% (with the framerate uncapped). I ...
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Performance: Multiple asset references vs. One public asset reference

I am making a dungeon crawler where each room can spawn its own enemies. Right now I need a way to reference the enemy prefabs. One way of doing it is by having the references on the room script, like ...
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How does a game like slither.io handle collision?

This question can be generalized to "how does one efficiently determine if a collision has taken place between curvy lines" On https://slither.io there are snakes that players play as that ...
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Character controller versus nav mesh agent for wandering?

I'm starting to work on the AI for my game, and one character will need to wander around aimlessly until one of its other states are triggered. With that, and after plenty of searching, I found a ...
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Unity3d performance issues on macOS

I created a game prototype in Python, using Panda3D. I finished entire MVP game logic, prototype assets, networking (client and server side), created rudimentary UI, and everything is working well. ...
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Why are clipping planes... plane?

A frustum is used to clip geometry, deciding which parts of it are visible. It seems that most cameras use a frustum shaped as a pyramid segment, i.e. a box between two rects of equal alignment on ...
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Should state and behavior be combined for Buffs? Cannot decide between data-driven and OOP approach

I'm writing a 2D roguelike that uses an Entity Component System and I'm having trouble deciding between the traditional OOP approach versus a data-driven approach to implementing buffs and debuffs. ...
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Solution for efficient time-keeping in Javascript games?

I'm developing a real-time browser roguelike using an ECS and currently I'm unsure of how to handle time. As of right now, whenever I need the current time, I just call ...
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2D vs 3D mobile power consumption in Unity [closed]

For an optimised and playable game written for mobile with Unity, how much of a difference is there in power consumption between 2D and 3D? Assuming: Unity game engine The game requires constant ...
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Using Particle.position to place particles - positions incorrect?

I have a particle system based on this answer to another question about manually placing particles (no movement). However, it's very costly to run Emit() after ...
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How can I improve the performance of my game that plays a video?

I have a level where I have embedded 5 short videos and the levels lags a little compared to the other levels, so it seems that adding videos in a Unity made game is expensive on its performance and ...
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Performance issue when particle system occupies most part of the screen

I'm using particle systems to create stars in my space sim project. The star is made off 2 particle systems: star surface (max particles: 500) and corona (max particles: 250), both use the Mobile/...
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How to automatically select a graphical quality level?

I'm making a game that lets the users choose their graphical settings, with the usual categories: low, medium, high. I want to implement an "auto" category, and decide what the appropriate ...
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23 votes
4 answers
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Intentionally using "worse machines" to develop a game?

I am developing a game intended for desktop computers. I am afraid of developing a game that will be too costly in aspects of performance, so I am wary of using a machine that might be better than the ...
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How to check if gun may shoot again (because animation has stopped playing)?

When the user presses the fire button, I set a trigger: _animator.SetTrigger("HG_Shoot"); This trigger causes a "pistol shoot" animation to be ...
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With GGPO rollback netcode, how many times might I need to update my game engine in one frame?

I'm working on a game that's going to use GGPO for rollback netcode. I understand the need for a deterministic engine whose state can be saved, restored, advanced from user inputs, etc. I understand ...
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1 vote
2 answers
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Is it better to load all of the scene at once or load small parts of it as the player moves?

I want to create a lot of detail in my game but I don’t want to kill the frame rate tracking all the models and movements (like all the grass). Will loading them in pieces save the frame rate or will ...
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2 votes
1 answer
551 views

Any fast alternative to sine in GLSL?

Should I just use the built-in sin() function or my custom sine function? I'm concerned about performance here. I don't care about accuracy much here because I use it to just get wave effects in my ...
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High-performance update of a bitmap grid

I need to visualize a fast paced process in .NET in 2D. I am planning to use writeable bitmap 800x40px. The idea is like this - there are objects which are represented by very basic colours and sizes ...
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Significant frame drop upgrading from Unity 2019 to Unity 2020

I used to use Unity 2019.4.22f1, but now that 2020.3.0f1 has been marked as LTS, I've decided to switch to it. For no apparent reason, it seems like my game is getting consistently lower framerate, ...
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Unreasonable CPU consumption for server build with nographics

I have built my game in server mode on Mac OS and attached profiler to it. In profiler I can see unreasonable high cpu load. Other scripts take a lot of cpu time. How can this be optimized? Vsync ...
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Unity Nav mesh lading data each frame

Hey all I had a question, I was looking into my game's performance and noticed this in the profiler: Is there any way to optimize this such as pre-generating tiles so it doesn't have to do it each ...
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