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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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),...
0 votes
1 answer
917 views

Rendering with sdl_gfx is so slow, any alternative?

I have been using sdl_gfx ( sdl2 extension library https://github.com/ferzkopp/SDL_gfx ) to make Android games, I have always noticed that rendering primitives is so slow. So I was rendering it once ...
0 votes
0 answers
53 views

How to efficiently hash canonized structs

Say I have a canonized struct: { health: 100, items: ["apple", "knife"], name: "Bobby" } "Canonized" here means ...
0 votes
0 answers
23 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 ...
2 votes
1 answer
877 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 ...
23 votes
1 answer
6k 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 ...
0 votes
1 answer
292 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 ...
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 ...
0 votes
1 answer
80 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 ...
4 votes
1 answer
3k views

Efficient minimum distance between two axis aligned squares?

I have two 2D arbitrarily-positioned axis-aligned squares. I need to find the minimum distance between those squares – i.e. if you were to draw them, what's the length of the shortest line you could ...
0 votes
1 answer
137 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 ...
11 votes
3 answers
3k views

Why do prefabs speed up loading?

I have a scene with a massive terrain. It took a long time to load (approximately 60 seconds) when I pressed play. I am in the editor. I prefabbed it. Now it only took about 5 seconds to load when ...
0 votes
1 answer
17 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 ...
0 votes
1 answer
464 views

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 ...
0 votes
0 answers
57 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 ...
13 votes
2 answers
20k views

When should I mark GameObjects as Static?

Here is the corresponding Unity documentation. According to explanations of Unity documentation pages about Static GameObjects, sometimes marking GameObjects as static may affect performance in a bad ...
5 votes
3 answers
1k 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 ...
1 vote
0 answers
79 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] ...
0 votes
1 answer
195 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?
5 votes
6 answers
19k views

Gfx.WaitForPresent performance issue

I am making a 2D mobile game and it runs really well (60 fps) on my phone. However, in some cases the performance goes down drastically to the point where it runs at 20 fps or even less. It happens at ...
2 votes
2 answers
344 views

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 ...
1 vote
0 answers
261 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) ...
1 vote
2 answers
127 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 ...
1 vote
1 answer
200 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 ...
5 votes
1 answer
1k views

Ideal draw order - sort primarily by distance or material?

When it comes to pre-sorting the draw calls for a given frame, I am aware of two different methods for optimising. The first is to batch draw calls by their material. This minimises shader changes ...
0 votes
1 answer
118 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 ...
7 votes
2 answers
6k 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 ...
0 votes
1 answer
155 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 ...
1 vote
0 answers
773 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 ...
0 votes
1 answer
183 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 ...
6 votes
3 answers
5k views

Why are we not using integers in game physics?

We can use integer for game physics (or without physics, simply object representation): mass, position and rotation, where the integers represent, for example, the number of milligrams, millimeters or ...
0 votes
1 answer
216 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 ...
27 votes
2 answers
20k views

How can I reduce the performance impact of rendering trees?

I'm making a low poly stylized kind of game. I have a terrain with some water, and I want lots and lots of trees; I have 10,000 trees mass placed, at the moment. Each tree consists of no more than 200 ...
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 ...
1 vote
0 answers
121 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 ...
1 vote
2 answers
2k 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/...
0 votes
2 answers
4k views

How does billboarding 3D sprites affect performance?

I was reading the Unity manual on trees and one of the claims made is as follows: Unity uses optimisations (eg, billboarding for distant trees) to maintain good rendering performance... I was ...
10 votes
2 answers
2k views

XNA stuttering at regular intervals

I'm trying to do hardware instancing but I'm hitting some strange performance problem. The average framerate is around 45, but it's extremely choppy. Windowed SynchronizeWithVerticalRetrace = false ...
0 votes
1 answer
323 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 ...
1 vote
1 answer
881 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 ...
3 votes
3 answers
4k 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 ...
0 votes
1 answer
110 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 ...
1 vote
1 answer
81 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 ...
0 votes
1 answer
136 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 ...
0 votes
0 answers
58 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 ...
1 vote
1 answer
938 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 &...
1 vote
1 answer
472 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 ...
1 vote
1 answer
305 views

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 ...
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 ...
173 votes
10 answers
35k views

Why is it so bad to optimize too early?

After looking into optimization a bit, I have discovered (literally everywhere) that it seems to be a universally recognized sin to optimize a game too early. I really don't understand this, would it ...

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