As of May 31, 2023, we have updated our Code of Conduct.

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.

Filter by
Sorted by
Tagged with
1 vote
0 answers
37 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
0 votes
0 answers
127 views

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. ...
smallobsession's user avatar
1 vote
2 answers
173 views

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 ...
JensB's user avatar
  • 145
1 vote
1 answer
119 views

Seeking a more elegant solution to set buttons so they can increase specific ability level and stats

...
tevse's user avatar
  • 23
11 votes
3 answers
4k views

Performance degrading when resolution increases for a 4k screen

I am new to Unity. I have a problem where my game has good performance on my non-4k screen. Bur when I play it on my 4k screen, the performance gets really bad. It looks like the resolution is ...
Kims's user avatar
  • 219
0 votes
1 answer
261 views

CPU / GPU usage are both below 100% - what is bottlenecking my game?

I've been developing a C++ OpenGL game for the last couple of months. A few weeks ago I was profiling the game and I noticed that the GPU usage was almost at 100% (with the framerate uncapped). I ...
Bruno Pinto's user avatar
1 vote
1 answer
278 views

How does a game like slither.io handle collision?

This question can be generalized to "how does one efficiently determine if a collision has taken place between curvy lines" On https://slither.io there are snakes that players play as that ...
Ryan Peschel's user avatar
0 votes
0 answers
1k views

Character controller versus nav mesh agent for wandering?

I'm starting to work on the AI for my game, and one character will need to wander around aimlessly until one of its other states are triggered. With that, and after plenty of searching, I found a ...
Hazel へいぜる's user avatar
0 votes
0 answers
175 views

Unity3d performance issues on macOS

I created a game prototype in Python, using Panda3D. I finished entire MVP game logic, prototype assets, networking (client and server side), created rudimentary UI, and everything is working well. ...
Mirac7's user avatar
  • 133
0 votes
1 answer
206 views

Why are clipping planes... plane?

A frustum is used to clip geometry, deciding which parts of it are visible. It seems that most cameras use a frustum shaped as a pyramid segment, i.e. a box between two rects of equal alignment on ...
mafu's user avatar
  • 121
1 vote
1 answer
141 views

Should state and behavior be combined for Buffs? Cannot decide between data-driven and OOP approach

I'm writing a 2D roguelike that uses an Entity Component System and I'm having trouble deciding between the traditional OOP approach versus a data-driven approach to implementing buffs and debuffs. ...
Ryan Peschel's user avatar
0 votes
0 answers
103 views

Solution for efficient time-keeping in Javascript games?

I'm developing a real-time browser roguelike using an ECS and currently I'm unsure of how to handle time. As of right now, whenever I need the current time, I just call ...
Ryan Peschel's user avatar
1 vote
1 answer
245 views

2D vs 3D mobile power consumption in Unity [closed]

For an optimised and playable game written for mobile with Unity, how much of a difference is there in power consumption between 2D and 3D? Assuming: Unity game engine The game requires constant ...
nubbers's user avatar
  • 13
0 votes
0 answers
795 views

Using Particle.position to place particles - positions incorrect?

I have a particle system based on this answer to another question about manually placing particles (no movement). However, it's very costly to run Emit() after ...
gromiczek's user avatar
  • 101
0 votes
1 answer
48 views

How can I improve the performance of my game that plays a video?

I have a level where I have embedded 5 short videos and the levels lags a little compared to the other levels, so it seems that adding videos in a Unity made game is expensive on its performance and ...
Free-Man's user avatar
1 vote
2 answers
1k 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/...
Ermiq's user avatar
  • 123
1 vote
0 answers
38 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
  • 343
23 votes
4 answers
8k views

Intentionally using "worse machines" to develop a game?

I am developing a game intended for desktop computers. I am afraid of developing a game that will be too costly in aspects of performance, so I am wary of using a machine that might be better than the ...
tmighty's user avatar
  • 869
1 vote
2 answers
264 views

How to check if gun may shoot again (because animation has stopped playing)?

When the user presses the fire button, I set a trigger: _animator.SetTrigger("HG_Shoot"); This trigger causes a "pistol shoot" animation to be ...
tmighty's user avatar
  • 869
2 votes
2 answers
347 views

With GGPO rollback netcode, how many times might I need to update my game engine in one frame?

I'm working on a game that's going to use GGPO for rollback netcode. I understand the need for a deterministic engine whose state can be saved, restored, advanced from user inputs, etc. I understand ...
Tom Davies's user avatar
1 vote
2 answers
1k views

Is it better to load all of the scene at once or load small parts of it as the player moves?

I want to create a lot of detail in my game but I don’t want to kill the frame rate tracking all the models and movements (like all the grass). Will loading them in pieces save the frame rate or will ...
user11937382's user avatar
2 votes
1 answer
1k views

Any fast alternative to sine in GLSL?

Should I just use the built-in sin() function or my custom sine function? I'm concerned about performance here. I don't care about accuracy much here because I use it to just get wave effects in my ...
devendran's user avatar
0 votes
1 answer
167 views

High-performance update of a bitmap grid

I need to visualize a fast paced process in .NET in 2D. I am planning to use writeable bitmap 800x40px. The idea is like this - there are objects which are represented by very basic colours and sizes ...
Boppity Bop's user avatar
1 vote
1 answer
1k views

Significant frame drop upgrading from Unity 2019 to Unity 2020

I used to use Unity 2019.4.22f1, but now that 2020.3.0f1 has been marked as LTS, I've decided to switch to it. For no apparent reason, it seems like my game is getting consistently lower framerate, ...
caleidon's user avatar
  • 561
1 vote
0 answers
44 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
0 votes
1 answer
191 views

Unity Nav mesh lading data each frame

Hey all I had a question, I was looking into my game's performance and noticed this in the profiler: Is there any way to optimize this such as pre-generating tiles so it doesn't have to do it each ...
Doug Ray's user avatar
  • 143
-1 votes
2 answers
207 views

Which method for creating a Loot chance, int or float?

Which of these two methods for creating a loot chance is easier to maintain and update? The first method I'm thinking of uses an int going from 0 to 100000 (0,000 ...
galbe-droid's user avatar
18 votes
4 answers
4k views

How can I efficiently load huge volumes of star systems?

I am working on a space exploration and combat game, and I can create galaxies, nebulas, solar systems, and load and unload them procedurally as needed. Meaning the stars that the player can see are ...
Battle's user avatar
  • 1,241
1 vote
1 answer
1k views

Is grass object amount limited in Unity?

I'm using Unity 2019.3.7f1 free version to create a small game project. I have a large terrain which I want to fill with grass. To achieve that I'm using the grass brush tool provided with the terrain....
Jean-Milost Reymond's user avatar
0 votes
0 answers
69 views

Speeding up map rendering

My map loading and rendering process is slow when using very large maps, so I'm looking for ways to make it more efficient. My current solution works like this: My map loader uses for loops for ...
ihatemyself's user avatar
0 votes
0 answers
83 views

16bit triangle lists vs 32bit triangle strips

When drawing geometry we may use indexed drawing, where we pass index of the vertex we want to draw in array. In this case we need to pick a topology for our geometry and the type of indices. Popular ...
user369070's user avatar
3 votes
2 answers
1k views

Downsides of using a large texture atlases?

So I am using Unity to build a 2D game and one thing that I needed is to be able to render a lot (talking about 10s of thousands) of sprite to the screen so I have a custom solution that basically is ...
ryanzec's user avatar
  • 151
1 vote
1 answer
84 views

why each game does not provide the option to download only one graphic quality, instead of having to download low, medium, high and ultra graphics? [closed]

If there is an option like this it will definitely save storage space. When you download or stream a film there is an option for graphic quality, and we only download that one graphic quality. Or is ...
AndikaTheExplorer's user avatar
1 vote
1 answer
467 views

Rendering voxel data efficiently

With Metal, I need to pass in an array of primitives to the GPU to be rendered. I'm making a terrain-based voxel game like Minecraft, but I have a problem. foring ...
user144953's user avatar
-1 votes
2 answers
419 views

Why do we need more than 24 FPS?

Many movies (probably, all moovies, except for the most recent ones) have 24 frames per second, and we're quite happy with it. There is a thing called "Subliminal stimuli" or "...
User New's user avatar
  • 109
1 vote
1 answer
199 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
0 votes
0 answers
527 views

Android - Canvas.drawBitmap gives an awful performance

I am using SurfaceView for my game and I am loading all of the bitmaps that are the right size for the screen (pre-scaled in mipmap folder) into a class when the game starts. And I am drawing the ...
DeveloperKurt's user avatar
0 votes
1 answer
464 views

How to fix lag in 64 bit Android devices

My game's FPS drops to 30 - 8 FPS on any 64 bit Android device but is at 59 - 60 FPS on an even lesser 32 bit Android device. I've tried unchecking Development Build on Build settings and I've tried ...
Gozmetaiemax's user avatar
0 votes
1 answer
2k views

Unity Build GPU Performance

I have been banging my head against the wall with this for few days now with no improvement.. The problem is that after build my project keeps using over 30% of the GPU. Even in the editor it takes 20%...
theCodeHermit's user avatar
0 votes
0 answers
1k views

Unity animation - Cull completely vs Cull transform with hundreds of objects

I am making a game with a lot of animated AI, somewhere around 500 active AI at a time. This works great so far. My one issue is how much performance animating uses up. My issue is with culling, take ...
Majs's user avatar
  • 363
0 votes
1 answer
39 views

Using proxy servers to tunnel data between clients and world servers

Background I've read up a little on the concept of splitting the world into regions which in turn can each be run on a node within a cluster. However my game concept revolves less around zones but ...
Flosculus's user avatar
  • 103
0 votes
1 answer
162 views

What is the difference between these two shaders in terms of performance?

I have implemented a two pass Gaussian blur shader in GLSL like this: ...
racz16's user avatar
  • 51
2 votes
0 answers
889 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
  • 133
0 votes
2 answers
159 views

Switching between world and battle scene with no or minimum loading?

I am making a strategy game where the player roams a grid map. When the player encounter enemy on the map he is transferred to a "battle" scene where two armies are fighting in turn based ...
Dobromir Ivanov's user avatar
1 vote
1 answer
337 views

Draw calls in Unity 3d [closed]

I have only 20 materials in my game (19 are made with textures atlas). But the Setpass call is 72. I don't understand why. I want to know how to decrease the number of SetPass call. This is a brief ...
Achie1's user avatar
  • 55
3 votes
1 answer
425 views

Is it a bad idea to store all textures in linear color-space?

I am wondering about the performance behind color-space conversions for textures during reading. If a project decides to go with a linear workflow, as in, when doing any sort of color manipulation, ...
csharpapple's user avatar
0 votes
1 answer
181 views

How to implement toroidal mapping in SDL?

I am making an Asteroids clone in SDL2. I think the kind of world asteroids takes place in is called toroidal map. I'm refering to the fact that the edges of the world are connected so when you exit ...
Alex CB's user avatar
  • 103
0 votes
0 answers
13 views

Do Unity bunch up similar materials automatically?

Imagine I have materialA and materialB. materialB is a direct copy of ...
IndividualGames's user avatar
23 votes
1 answer
5k 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 ...
galaxy001's user avatar
  • 369
1 vote
1 answer
121 views

How to choose what to use in Java: Enums or Objects?

I'm in a dilemma over using Enum Types or using class objects in that particular part of my java project. Let's suppose I have an array where I constantly add and remove things from it, but I also ...
vikAy's user avatar
  • 123

1
2
3 4 5
15