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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Implementing fog of war in opengl es 2.0 game

Hi game development community, this is my first question here! ;) I'm developing a tactics/strategy real time android game and I've been wondering for some time what's the best way to implement an ...
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1answer
356 views

Can I leverage the fact that my scene is often static to improve OpenGL (JOGL) performance?

My scene is drawn based on the location of several (often several million) vertices (kept in VBO's) and a camera. I can easily tell in my code when my scene has changed and when it hasn't. There are ...
4
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2answers
300 views

What does “kTriangles/s” mean in hardware graphics benchmark reports?

I've looked around and found several sites offering benchmarking statistics for mobile platforms and I've been seeing the unit of measure as "kTriangles/s". Originally I misread this, missing the 'k'; ...
4
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2answers
2k views

Why do separate loops run faster than one loop that does multiple things?

My game had some lag, so I tried to improve the performance. I found that if I write my loops separately like this: ...
4
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3answers
4k views

Why do we use physics engines for collision testing or raycasting?

There is a thing I don't understand about game engines: why it is so common to use physics engines to do raycasting or collision testing? Say that you have a 3D scene loaded in your scene manager (...
3
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1answer
268 views

Distance travelled by gameObject and behavior depend on device's performance?

The distance travelled by my gameObject and behavior depend on my device's performance. If the device is slow for example, it takes longer to accomplish a specific task, thus travels at a smaller ...
3
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1answer
13k views

Massive CPU Usage by WaitForTargetFPS in the Profiler

So I was checking the Standard Assets Example Projects of Unity, and they all have high FPS numbers in the Profiler. I started a little project myself, just a simple sprite with movement via ...
2
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2answers
501 views

ECS: is it beneficial to manage the data organisation of components before updating a system?

When I process a bunch of component data, I'd like that data to be sorted in such a way that I can iterate through the component buffers linearly. For instance when I want to update the physics system,...
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3answers
1k views

3D picking for mouse move event

I implemented color picking recently and I would like to use it as kind of highlight when mouse is over an object but I am concerned about performance. Color picking requires whole frame to be drawn, ...
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1answer
2k views

Multiple buffering in OpenGL on Windows

What is the most common way modern games perform triple buffering ? What does the SwapBuffers exactly do in terms of OpenGL states ? Is it possible to perform double and triple buffering independently ...
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0answers
56 views

How to I coordinate a camera with the eyes of a model?

I am currently working on an FPS in XNA and I wanted to know how I would position the camera at the eyes of the model and whenever the model rotated or moved it's head (where the eyes are), the camera ...
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2answers
292 views

How can I minimise memory thrashing when doing vector math in C# or C++?

I'm doing a lot of 3D math in my game engine loop using typical classes like Vector3D, Matrix4x4, Plane3D, etc. Currently every operation causes a new object to be created for the result value. The ...
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2answers
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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 ...
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0answers
845 views

Unity - strange performance impact with moving objects

I'm trying to find the solution for 46 hours now and I'd be really happy if someone knows it! I'm using a DOTween library for moving the objects. I also use ...