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 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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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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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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How do I display canvas world space on top of everything?

I want to make a display of enemy HP information through walls. And also a tag above the enemy, like in FarCry. The dual camera method is not a good idea because it is VERY slow performance. (Was ...
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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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1answer
107 views

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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16 views

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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1answer
81 views

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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63 views

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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1answer
130 views

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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1answer
80 views

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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1answer
68 views

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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90 views

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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1answer
43 views

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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1answer
94 views

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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5answers
8k views

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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2answers
86 views

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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1answer
43 views

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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2answers
130 views

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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1answer
190 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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Nearest Vector3 to Vector3 from last frame

Suppose you have a Vector3 provider of pointcloud positions that update every frame - call it Nullable<NativeSlice<Vector3>> pointClouds Say you want to ...
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1answer
64 views

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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1answer
416 views

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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1answer
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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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2answers
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Which method for creating a Loot chance, int or float?

Which of these two methods for creating a loot chance is easier to maintain and update? The first method I'm thinking of uses an int going from 0 to 100000 (0,000 ...
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4answers
3k views

How can I efficiently load huge volumes of star systems?

I am working on a space exploration and combat game, and I can create galaxies, nebulas, solar systems, and load and unload them procedurally as needed. Meaning the stars that the player can see are ...
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1answer
300 views

Is grass object amount limited in Unity?

I'm using Unity 2019.3.7f1 free version to create a small game project. I have a large terrain which I want to fill with grass. To achieve that I'm using the grass brush tool provided with the terrain....
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60 views

Speeding up map rendering

My map loading and rendering process is slow when using very large maps, so I'm looking for ways to make it more efficient. My current solution works like this: My map loader uses for loops for ...
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143 views

How to improve performance with a lot of bullets and Mirror networking

The game I have 300 enemies with rigidbodies. I also have 1 to 4 players with rigidbodies. And they shot a lot of bullets. I have 1000 bullets with circle coliders only (no rigidbodies for bullets) I'...
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37 views

16bit triangle lists vs 32bit triangle strips

When drawing geometry we may use indexed drawing, where we pass index of the vertex we want to draw in array. In this case we need to pick a topology for our geometry and the type of indices. Popular ...
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2answers
255 views

Downsides of using a large texture atlases?

So I am using Unity to build a 2D game and one thing that I needed is to be able to render a lot (talking about 10s of thousands) of sprite to the screen so I have a custom solution that basically is ...
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44 views

Change AudioClipLoadType at runtime - Unity3D

Can I change AudioClipLoadType of audio clips at runtime? Runtime in the sense while running in a device. I was able to adjust the import settings, in the editor, by an Editor script that overrides ...
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1answer
45 views

why each game does not provide the option to download only one graphic quality, instead of having to download low, medium, high and ultra graphics? [closed]

If there is an option like this it will definitely save storage space. When you download or stream a film there is an option for graphic quality, and we only download that one graphic quality. Or is ...
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1answer
256 views

Rendering voxel data efficiently

With Metal, I need to pass in an array of primitives to the GPU to be rendered. I'm making a terrain-based voxel game like Minecraft, but I have a problem. foring ...
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2answers
233 views

Why do we need more than 24 FPS?

Many movies (probably, all moovies, except for the most recent ones) have 24 frames per second, and we're quite happy with it. There is a thing called "Subliminal stimuli" or "...
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1answer
103 views

Camera animation stutters on first launch

The camera stutter for a fraction of a second when animating a camera from one position to another position. This issue only happens when the game is launched for the first time after installation. ...
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251 views

Android - Canvas.drawBitmap gives an awful performance

I am using SurfaceView for my game and I am loading all of the bitmaps that are the right size for the screen (pre-scaled in mipmap folder) into a class when the game starts. And I am drawing the ...
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1answer
129 views

How to fix lag in 64 bit Android devices

My game's FPS drops to 30 - 8 FPS on any 64 bit Android device but is at 59 - 60 FPS on an even lesser 32 bit Android device. I've tried unchecking Development Build on Build settings and I've tried ...
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1answer
622 views

Unity Build GPU Performance

I have been banging my head against the wall with this for few days now with no improvement.. The problem is that after build my project keeps using over 30% of the GPU. Even in the editor it takes 20%...
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0answers
379 views

Unity animation - Cull completely vs Cull transform with hundreds of objects

I am making a game with a lot of animated AI, somewhere around 500 active AI at a time. This works great so far. My one issue is how much performance animating uses up. My issue is with culling, take ...
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1answer
22 views

Using proxy servers to tunnel data between clients and world servers

Background I've read up a little on the concept of splitting the world into regions which in turn can each be run on a node within a cluster. However my game concept revolves less around zones but ...
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1answer
130 views

What is the difference between these two shaders in terms of performance?

I have implemented a two pass Gaussian blur shader in GLSL like this: ...
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0answers
307 views

Efficient communication between entities using ECS via entt

To avoid confusion about the ECS terms I'll use, I explain them here quickly. I use entt terminology and set-up my architecture like this: Entity: is only an id (...
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2answers
65 views

Switching between world and battle scene with no or minimum loading?

I am making a strategy game where the player roams a grid map. When the player encounter enemy on the map he is transferred to a "battle" scene where two armies are fighting in turn based ...
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1answer
192 views

Draw calls in Unity 3d [closed]

I have only 20 materials in my game (19 are made with textures atlas). But the Setpass call is 72. I don't understand why. I want to know how to decrease the number of SetPass call. This is a brief ...

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