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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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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What is the name for the technique to use different palettes for different tiles of a screen?

I've found the keywords "subpalette" and "PPU palette", but they seem to be NES-specific. Though the idea of using a small palettes table and use 2 bits per pixel in an image (+ ...
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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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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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Downsides of using a 8192 x 8192 texture?

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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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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37 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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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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215 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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66 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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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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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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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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84 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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19 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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113 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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146 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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48 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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65 views

Draw calls in Unity 3d

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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243 views

Is it a bad idea to store all textures in linear color-space?

I am wondering about the performance behind color-space conversions for textures during reading. If a project decides to go with a linear workflow, as in, when doing any sort of color manipulation, ...
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69 views

How to implement toroidal mapping in SDL?

I am making an Asteroids clone in SDL2. I think the kind of world asteroids takes place in is called toroidal map. I'm refering to the fact that the edges of the world are connected so when you exit ...
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Do Unity bunch up similar materials automatically?

Imagine I have materialA and materialB. materialB is a direct copy of ...
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1answer
4k views

Optimization of rendering of cube world

I have a world made of many cubes (like in Minecraft), they have only color (not texture). I am rendering them using OpenGL 3.3 core profile (GLFW3, GLAD, GLM). I am already have done some ...
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1answer
54 views

How to choose what to use in Java: Enums or Objects?

I'm in a dilemma over using Enum Types or using class objects in that particular part of my java project. Let's suppose I have an array where I constantly add and remove things from it, but I also ...
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34 views

Unity Performance: Recycling Pooled Objects OR Re-Instantiating?

Re-using pre-instantiated objects in a pool. Destroying then re-instantiating objects in a pool. Both pools are limited. When creating loads of objects which is better for performance?
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284 views

Which is better practice in Unity? GetComponent<>() or making the variable public?

There are two main ways I am aware of to modify an attached component. Say, the component attached to an object is of type Animator and the name is ...
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212 views

Is it safe to save data OnApplicationFocus and OnApplicationPause on mobile?

Unity has messages called OnApplicationPause and OnApplicationFocus. They are called on each ...
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28 views

How do I calculate sprites/frame usage on my platform's ram?

I plan on building a 2d game for mobile and possibly pc. I also plan on using sprites/frames for the animation of my 2d game. What's stopping me from doing so is because I can't figure out if the ...
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52 views

Is it more performant to index in the vertex shader or fragment shader?

I have a shader that draws 2D quads from a texture atlas using instancing. I'd like to add a feature that allows me to map each of the RGBA channels in the texture using a 5x5 matrix. For example, the ...
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22 views

Correct placing of player distance logic

I'm going to leave behind the blueprints here as they do not contribute to the question. I can make enough abstraction to get to the point. Thank you reader. I've got a 2.5d level where each of my 2 ...
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31 views

Constraining ActorLocation X

My question is simple yet it's got me wondering..I'm trying to limit my character's ActorLocation's X movement by checking it each tick. If it's larger or smaller than my desired value I set it back ...
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61 views

Why don't games load assets while showing main menu?

Most single player computer games have rather frustrating pattern of loading: start game Game shows you some logo videos Game indicates it is loading (general assets are loading, that are always used)...
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17 views

Unity - paiting terrain details vs combining a large mesh

I am about to start making my landscape, and am using a low poly style. I think I'd prefer not to use the terrain system and instead just use a bunch of meshes, since all my grass/flowers are 3d ...
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138 views

C++ SFML Performance

I have recently started a project using SFML in C++. So far I haven't done much but I noticed an issue. Inside of the while(window.is_open()) loop I made a tick ...
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58 views

How to get chunks in a sphere rather than cuboid

I have a chunk system to load stars around the player. It takes a given "real" loading range (aka Unity-units of range), calculates the necessary chunk loading range (as integer), creates star ...
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118 views

Server-side “Fog of War”

I am working on my custom server for my online game and I was wondering if there is any way to accomplish this in a more performant way. Basically I will be spawning and despawning objects (such as ...
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Which communication should I use between server and client

For a school project I am creating a multiplayer game for the smartphone. I want the "GUI" to be a flutter application to cover IOS and Android. As backend I use Golang. Now I wanted to ask, what ...
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1answer
106 views

Resolving contradictions in WFC more efficiently than naive backtracking

I just recently got started with the Wave-function-collapse Algorithm (WFC) in 3-dimensional space. I got the fundamentals working and wanted to now move on to let the algorithm automatically resolve ...
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2answers
543 views

How to identify performance issues with large numbers of mods?

My current problem is with RimWorld, but in the past I had the same issue with Minecraft. Basically the game gets more fun with more mods, up until the point where performance becomes unmanageable. ...
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1answer
76 views

How can I keep track of which “rooms” characters and NPCs are in?

I have a Unity 2D project which has a player character and numerous NPCs all potentially moving (top-down) at the same time during play. The number of NPCs is not to exceed 100 (and will be, probably, ...
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319 views

When to destroy Google AdMob InterstitialAd object?

There are a few answers on this question but they don't give a satisfactory answer. I am using a singleton AdManager class that persists throughout the game. I am not sure if I should destroy the ...
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816 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 ...
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361 views

Can I use the 2d physics engine in a 3d game (or viceversa) in Unity?

This is entirely for performance. The 2D physics are less expensive, but I require 3D for some scenes. I never need both at the same time. I know you can have 2D with an orthographic perspective in a ...
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429 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 ...
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61 views

Optimizing texture fetches with higher mip levels

Let's say I have some shader program in DirectX or OpenGL rendering a full screen quad. And in a pixel/fragment shader I sample some huge textures at random texture coordinates. That is one same ...
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84 views

How Lots of ComputeBuffers at Once Affect Performance Unity

How will lots ComputeBuffer instances affect performance? And why? I know that I should call ComputeBuffer.Release() on every <...
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133 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 ...
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58 views

Most efficient way to recalculate enemy A* path on the fly?

I'm working on implementing a more robust pathfinding algorithm for the enemies in my top-down shooter game, and I have the A* algorithm working, but now I need to decide when to calculate the path. ...
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140 views

How does my GPU know what game is running?

I am trying to understand how game ready drivers work. How does my gpu know what application i am running and which application to use a specific driver optimization. For example the new nvidia driver ...
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230 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. ...

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