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 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 ...
Evorlor's user avatar
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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 ...
Gad Wissberg's user avatar
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 ...
CH99's user avatar
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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 ...
pixelpax's user avatar
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3 votes
0 answers
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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 ...
Jacob's user avatar
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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 ...
David's user avatar
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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 ...
Matías González's user avatar
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 ...
Yatoniea's user avatar
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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 ...
mrg95's user avatar
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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 (...
mrzo's user avatar
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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 ...
Row Rebel's user avatar
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 ...
Arek's user avatar
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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 ...
HotShot's user avatar
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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 ...
skwashi's user avatar
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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] ...
Andrew Kravchuk's user avatar
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) ...
James Carlyle-Clarke's user avatar
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 ...
Panagiotis Iatrou's user avatar
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 ...
jasmine zhao's user avatar
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 ...
I_Keep_Trying's user avatar
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 ...
Erel Segal-Halevi's user avatar
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 ...
smallobsession's user avatar
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 ...
Water's user avatar
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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 ...
Daily Dreamer's user avatar
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. ...
Naresh's user avatar
  • 129
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 ...
Robonics014's user avatar
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. ...
Darin Beaudreau's user avatar
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 ...
D3d_dev's user avatar
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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 ...
Anton Medvedev's user avatar
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 ...
Matheus Lacerda Bezerra's user avatar
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 ...
blue's user avatar
  • 131
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. ...
Medolie's user avatar
  • 11
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 ...
Jacob's user avatar
  • 2,522
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 '...
guest01's user avatar
  • 11
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 ...
Armaan Sandhu's user avatar
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, ...
papathor's user avatar
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 ...
Fiorenzo Fiorenzi's user avatar
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 ...
Westside Tony's user avatar
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 ...
user91018's user avatar
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 ...
Frement's user avatar
  • 121
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, ...
TobiasW's user avatar
  • 967
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 ...
João Alves's user avatar
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 ...
Daniel Savage's user avatar
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 ...
Vinayak Garg's user avatar
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 ...
code_not_yet_complete's user avatar
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 ...
Newbe763547634's user avatar
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 ...
Douglas Gaskell's user avatar
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 ...
creiser's user avatar
  • 111
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 ...
Milad Qasemi's user avatar
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 ...
user1612686's user avatar
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 ...
LPeter1997's user avatar