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.
109
questions with no upvoted or accepted answers
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 ...
4
votes
0
answers
1k
views
Libgdx performance on old devices
I'm developing a game in Java for Android, using LibGDX.
I'm using Nexus 5 to test my game most of the time and it works great (Minimum FPS it gets is 57 out of 60).
Recently I ran my game in Galaxy ...
4
votes
1
answer
4k
views
CPU Usage and Available Ram in Unity 5
In Unity 5 I would like to be able to print out the CPU Usage and Available Ram left in MB. I followed the code posted on http://zamov.online.fr/EXHTML/CSharp/CSharp_927308.html and used it, however ...
3
votes
1
answer
152
views
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 ...
3
votes
0
answers
211
views
MeshMemory causing constant spikes
I have a ready-to-launch application, cleaning everything right now. I have these strange spikes on Mesh Memory.
The best part of it is that this view below is ...
3
votes
0
answers
216
views
Generating color for mesh in Texture3D or shader?
In Unity, I'm trying to choose between two ways of procedurally colorizing meshes (with vertex color). The main concern here is performance, knowing that my software is already GPU bound (more ...
3
votes
0
answers
151
views
Camera concept in OpenFL
I'm starting a project using Haxe and OpenFL. I defined a big level in Flash, when I try to scroll the level in the game I have a really bad performance.
I think that moving all the objects is ...
3
votes
0
answers
95
views
Automated performance testing
I'm wondering if there's anyway of automatically testing the performance of my game on multiple configurations because I know a game runs well on my computer but how do I know how well my game ...
2
votes
2
answers
304
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 ...
2
votes
0
answers
1k
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 (...
2
votes
0
answers
511
views
Optimal solution to render sprites with transparent edges in Unity
Since I'm currently developing a 2D game for mobiles, overdraw and drawcall count is my first priority in the design of the application
I've thought initially to split each sprite in two parts: one ...
2
votes
0
answers
1k
views
Game logic implemented using TPL / async / await, and performance of it
I'm working on a game, and as a typical game (here using Monogame) it uses frame based approach, where all logic happens in Update() method called every frame.
As a consequence, any sequential logic ...
2
votes
0
answers
937
views
unity lag while moving a sprite
I'm trying to build a 2D game for android and after I finished developing the game I noticed that there was lag present when moving objects around. I tested it on a phone much more powerful than my ...
2
votes
0
answers
256
views
Storing rigid body collision shapes in local or world coordinates
I'm writing the beginnings of a lightweight 2d rigid body engine (in javascript, as a hobby project), and i'm debating whether to store collision shapes in local or in (updated as needed) world ...
1
vote
0
answers
61
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] ...
1
vote
0
answers
165
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
0
answers
602
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 ...
1
vote
0
answers
97
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
0
answers
86
views
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 ...
1
vote
0
answers
726
views
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 ...
1
vote
0
answers
44
views
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 ...
1
vote
0
answers
39
views
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 ...
1
vote
0
answers
59
views
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 ...
1
vote
1
answer
221
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. ...
1
vote
0
answers
346
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 ...
1
vote
0
answers
205
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.
...
1
vote
0
answers
285
views
Bullet Physics StepSimulation really slow when smaller TriangleMeshShape is inside bigger BoxShape
I observed that bullet physics StepSimulation is very very slow when a rigidbody with a TriangleMeshShape is fully inside a rigidbody with a simple BoxShape. I noticed that when I move the ...
1
vote
0
answers
221
views
Junk movement with steady 60fps on Web canvas
I'm new to building games on canvas, and I'm trying to create one. But I encountered a problem with sprite movements. My sprites move is smooth, but sometimes it starts to "jump". FPS is stable 60 ...
1
vote
0
answers
92
views
How to lower the cost of realtime lights?
Besides Deferred rendering, what can I do to make realtime lights cheaper to render? I don't really need them but I could make good use of them in my game.
BTW I thought Deferred render would give me ...
1
vote
0
answers
100
views
Whats the least expensive way to play video in unity?
Alright, Ive asked this various ways but my situation is I have several (over 100) objects that have screens that need to play animated videos on them. There does not need to be sound, but this is for ...
1
vote
0
answers
359
views
Performance problems with scrolling html5 canvas for large tile-based game
I try programming a splix.io clone as an electron app and do the visualization via the html5 canvas. The movement across the tiles should look fluent like the original, so I target 60 frames a second. ...
1
vote
0
answers
1k
views
ParticleSystem, performance behind the technique on batching with different materials
I found that guide:
https://thinhhb.wordpress.com/2016/03/27/unity3d-optimization-make-atlas-textures-for-particlesystem-reduce-drawcall-why-not/ which is quite clever.
As far as I know, we can't ...
1
vote
0
answers
481
views
How to efficiently batch blocks and reduce drawcalls in a voxel-like game
To fully get the benefits of GPU instancing in Unity in a voxel-like game I'm trying to batch as many static blocks as possible (the terrain won't be destructible, and I can't set these blocks to '...
1
vote
0
answers
371
views
Will my huge sprites for a 2d game create performance issues?
I'm new to Unity, and have been confused about this issue for a while. Some people say that for 2D games you don't need to worry about performance (I'm making the game for PC, not mobile) while others ...
1
vote
0
answers
901
views
GPU instancing vs combining meshes for performance
I have a relatively low poly procedurally generated scene in which I reuse a bunch of the same objects (walls, floors, etc). I've been writing some code to combine a room's floor tiles into one mesh, ...
1
vote
0
answers
665
views
SDL C++ Flood Fill Performance
I'm using SDL and I need to quickly fill a lot of polygons (fake 3D walls, made linking calculated points with the SDL_RenderDrawLine() function, that I need to ...
1
vote
0
answers
80
views
Most efficient way to modify character mesh at run time
What is the most efficient way in unity to alter the mesh of a character in this scenario:
When the player pick up an item:
-A part of the mesh should be replaced, for example, the left arm is ...
1
vote
0
answers
821
views
Libgdx - Building dynamic 3d models with Modelbuilder/MeshPartBuilder while rendering
Context: I'm building a mobile game targeted for android with libgdx. It's an endless highscore based game. The environment/terrain is build dynamically. It's kind of a maze/wall/block terrain. I'm ...
1
vote
0
answers
2k
views
Should I combine multiple tiles of terrain as one mesh in Unity3D?
I have a tiled terrain, generated by multiple noise algorithms. Currently, each tile is it's own GameObject, that has a handler for an ...
1
vote
0
answers
3k
views
Mesh vs LineRenderer Performance
I've created a script, which is drawing a line along a bezier curve, so that I can animate whatever I want with lines, mostly for UI purposes. For the moment I'm using a line renderer, which works, ...
1
vote
0
answers
248
views
WebGL Primitive Batching unexpected performance
I'm kinda new to WebGL in general, I've started to make some batching experiences on primitives (just drying a bunch of rectangles by using a combination of two triangles repeatedly).
I've started by ...
1
vote
0
answers
47
views
Animated Typing Memory Usage with Immutable Strings
Right now I'm programming a game that has an animated typing effect typically seen in older 1980's and 90's role-playing games. An example can be seen here.
The typing effect is generated by taking a ...
1
vote
0
answers
140
views
Why do 100 rect contain 400 tris?
I am making a game targeted towards mobile, so I am experimenting around to know how I can boost performance.
Now I have a rectangle with a road texture on it. This I made in Blender. And as expected ...
1
vote
0
answers
87
views
Bullet btGImpactCollisionAlgorithm
I have a question about Bullet and in particular GImpact.
When, the collisiontestpair(a, b) is called where GImpact pair check algo will be called on the
btGImpactMeshShape, does it do a AABB tree ...
1
vote
0
answers
40
views
Performance and HotSpots
Usually, when discussing on performance in games, cache misses and localities come like the real problem. But i feel like videogames are too focus optimization in that way.
For example, the author of ...
1
vote
0
answers
329
views
Unity sprites are no longer batched after the object rotates/moves
With Unity 5 and access to the profiler, I'm running our game through some stress tests so I can find where our performance issues are.
While testing having 1024 units on the screen with 4 selection ...
1
vote
0
answers
126
views
Mobile game: Optimization only working on some devices / Render big texture causes stuttering after level load
I'm currently optimizing the rendering of the background of my mobile game. The background consists basically of many colored dots. Since the background is static I'm able ro render the whole ...
1
vote
0
answers
104
views
What variables change the number of lightmaps
I need to know what changes the lightmap size.
For example what changes the lightmap from being 2*1024*1024 to 4*1024*1024 - having larger textures or having larger quads (having more models) or ...
1
vote
0
answers
170
views
Continous horizontal animation of objects
We have to continously animate objects from right to left in a panel. The player has to pop the first object.
If the first object could not be destroyed by the player and it reaches the left border ...
1
vote
0
answers
585
views
Java Graphics performance issue when drawing transparent shapes
I've started working on a game engine for fun with no external libraries. I've started creating a simple particle system and I've come to some huge performance issues. I have the following frawing ...