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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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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1 answer
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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 ...
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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? ...
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Unreal Engine editor slowing when Blueprint window open

All of UE my projects are slowing down as soon as open any window (e.g material, blueprint). And as soon as I close the window editor starts working fine. I tried: on version 4.27, 4.26 Created blank ...
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Random near zero FPS drops on Android

In our Unity game, we're seeing a problem that we cannot solve for weeks. At random points in the game, the FPS drops to zero and nothing moves for 3-4 seconds, then everything gets updated in 1 frame ...
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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 ...
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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 ...
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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. ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 &...
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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) ...
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1 answer
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Can less than 30 FPS feel good with 60 FPS input handling?

2D animation can go as low as 12 FPS and still feel good to watch, but the minimum FPS considered to be "playable" in games is 30 fps. I believe this to be a consequence of the user ...
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How can I shorten the length of time spent on finding a path using my A* pathfinding code?

I am working on a game where the player and enemies move between discreet tiles, with only orthagonal movement (like pokemon). The game also runs on a turn system, so the player makes a move input, ...
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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 ...
2 votes
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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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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 ...
3 votes
1 answer
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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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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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