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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Windows 10 GPU Engine Performance Counters - Phys / Eng Meaning

For performance tracing of intermittent degredation in performance I wanted to use the Performance Counters available in Windows 10 1809 under GPU Engine -> Utilization percentage. This particular ...
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1answer
130 views

OpenGL performs very bad on laptop

I'm trying to write a game using C and OpenGL, I wrote some rendering code and camera, but the game is very laggy, framerate is so low (probably around 10-15fps), however, if I launch the game through ...
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597 views

Why is my openGL rendering faster when I time it with GL_TIME_ELAPSED

I have some code that was rendering too slowly, as in there was a noticeable lag in when updating the screen in response to user input. I tried profiling the CPU side code, but that did not seem to be ...
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206 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 ...
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137 views

Low Res Atlas Texture vs. Many different materials without textures

So I have recently started to look into optimizing a medium complex 3D scene, more specifically i am looking to improve the performance i get from a fairly realistic bus. I am currently using the ...
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119 views

Using dom elements for game interaction - slow performance

I have a need for my html5 game (using melonjs) to allow users to click tile areas on the map. The idea is it will show a css styled hover area. The browser tested is chrome. I could do this natively ...
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1answer
434 views

Strange GLSL performance problems

I'm having weird performance problems with a GLSL shader I'm working on. This small example fragment shader: ...
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153 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 ...
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1answer
557 views

glReadPixels with GL_DEPTH_COMPONENT into PBO is slow

I need to read depth buffer back to cpu memory. It may be few frames old, so I use glReadPixels with a buffer bound to GL_PIXEL_PACK_BUFFER. I use several buffers and ping-pong them. Finally, I read ...
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4answers
4k views

High performance screenshots in LWRP

I'm trying to capture some screenshots for my game. They need to be saved as jpgs to a folder, latency is not an issue, I don't care if it happens over 10 seconds. My number one priority is to keep ...
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97 views

Overdrawn pixels vs many polygons, which affects performance the most?

I know that having overdrawn pixels is not desirable as well as having many polygons since they can decrease performance. Often when I model I have an option to decrease the number of polygons by ...
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1answer
404 views

Performance of delta force-esque voxel terrain

I've been reading about voxel terrain lately and often see people asserting that it will absolutely kill performance. What I don't understand is how games like Delta Force managed to have smooth ...
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3answers
2k views

Unity: Is type casting every frame too expensive?

I have a state machine that controls my enemy AI. Each AI has a target which may be a Player, an obstacle, a shell, or even a Vector2 position. I'm trying to abstract my "target" member, and my ...
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3k views

How best to detect device performance capabilities and set quality setting accordingly when using Unity

I am developing a Mobile game for Android and iOS on Unity. Currently Im in the optimisation stage of development and trying to work out what is the best way to detect device capabilities, with the ...
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1answer
132 views

Too many objects to update in db too often

We are creating a RTS mobile game and we face some problem dealing with updating a lot of object in db too often. Our game is a RTS in which players can attack enemies cities an take them. The world ...
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78 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 ...
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58 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 ...
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44 views

Easily get several materials from different objects onto 1 UV map/material?

Im trying to improve performance, and I found an asset called https://forum.unity.com/threads/one-batch-combine-hundreds-of-materials-into-one-draw-call.555643/ that claims to do what I need - which ...
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2answers
2k views

How can I improve performance when looping and comparing values on dictionaries?

On my quest to creating 0 garbage when procedurally generating points I've stumbled upon a performance issue when comparing values to another values stored inside Dictionaries. Initially I used ...
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333 views

Is a simple PolygonCollider2D really worse than several BoxCollider2Ds?

In my scene I have very simple quadrilateral blocks, which I'm considering using PolygonCollider2D for. These blocks will be the building blocks of the scenery so ...
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1answer
182 views

Why is there a difference in frame rate between my fps calculation and Unity's calculation

So I wrote my own script for calculating framerate but it consistently comes out with a different value than Unitys idea of current framerate. This is my implementation ...
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1answer
39 views

Object pooling of different tpyes of agents (Mobile Game) in Unity

The mobile game I am developing consists of one to four players and different agents that are being spawned and act in their own way. All those Agents (Car, Animal and Powerup) derive from the same ...
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2answers
7k views

Why does Unity use reflection to get the update method?

Why does Unity use reflection in order to access MonoBehaviour message methods like Awake, ...
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2answers
9k views

Have VSync on or off while do a game profiling

I'm trying to profile the game using Unity Profiler in order to catch any potential performance issues. The graphics settings support VSync feature. However, I am not sure which one is the best ...
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1answer
426 views

GLSL - Efficient Point inside Box Check

I'm attempting to improve the performance of a shader that changes the colour of a region of the world that is inside a "zone". I am using a deferred lighting system, so the colour and world-space ...
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1answer
426 views

Unexpectedly fast rotation after refactoring OpenGL code to add more abstraction

I've been working on an OpenGL program that simply renders a square that rotates in 3D space. The square also has a texture applied to both sides. Here you can see an example screenshot of the program ...
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1answer
40 views

How to get 60fps animation in terms of rounding/truncating position/alpha floats

I am wondering what gives the best animation performance running at 60fps with lots of objects. I have seen in a few places such as this that you should round or truncate your values so you don't get <...
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2answers
1k views

Event queue: tell or ask?

I'm working my way through a lot of game development resources, coming from a completely different field of software development, I'm interested in learning what patterns are frequently used in game ...
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2answers
308 views

Performance in pathfinding/road calculation

I have a question about the most effective way to detect road connection in a tile based world. Some time ago I already asked for "How to improve performance for expensive functions in 2d city builder"...
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1answer
801 views

Unity run-time creating material has performance impact?

Just found creating a material in a script for the first time would have performance impact. (Using Unity 5.6.5f) A very simple script for testing is to create a game object with MeshRenderer in ...
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1answer
73 views

Multiple image objects extracted from spritesheets or one-two object for all?

Let's say I want to make a 2D game and I'll use a spritesheet containing all of the animation frames and a texture-atlas for static sprites such as walls, non-animated decorations...etc. Should I ...
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1answer
685 views

Frustum culling with a single large object

I am helping to optimize performance in a mobile game. The artists who built a particular scene added a wall around the scene. The wall is a single mesh with 100k triangles. Because it goes around the ...
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1answer
1k views

Should LOD models be used in mobile games?

LOD models are widely used in PC and console games, to optimize performance by reducing the vertex count and texture size for distant objects. However, I'm having a harder time finding out if they are ...
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195 views

Cache friendliness of AABB-Tree: binary vs N>2

I found that state-of-the-art physics engines like Bullet and Box2D all use binary AABB-Tree for broad-phase collision detection. I wonder, did anybody tested AABB-tree with >2 branches per node ? ...
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1answer
105 views

Open world game state saving Android

As a hobby project I'm building a 2D game with a custom game engine in Android. Currently I can render a json map, and let the user interact with objects on the map. The game should be an open world ...
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3answers
2k views

How to optimize collisions

I'm building a 2D MORPG using JavaScript, Node JS and socket.io To prevent cheating, I have to run all collisions for all players on my server. I'm currently doing fairly simple square collisions ...
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1answer
110 views

Do i lose performance doing this

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0answers
209 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. ...
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3answers
167 views

What are the differences between random encounters and permanent mobile enemies?

Random Encounter: A player has a 10% chance to encounter an enemy. while moving through a 5x5 grid. Permanent Mobile Enemies: There is one enemy that constantly moves through the 5x5 grid and only ...
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1answer
279 views

Unity3d - Cast dynamic shadows without processing multiple lights

Back Story I've built a game with a friend and all goes well until there are too many spheres under a group of 5 lights, then things start getting choppy. Troubleshooting I've found that by turning ...
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1answer
144 views

Does abstraction influence performance?

Say I have a GameObject class that is being extended by all of the objects in the game that are moving around. (This class provides basic stuff like a sprite, draw ...
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0answers
834 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 ...
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3answers
150 views

How do i retrieve individual Tile Information from a tilebased procedural World fast?

I am concerned about performance with my current setup; as I want to expand on it i need to figure out if I might need to change it. Current Setup: The Game/Prototype is similar to Dwarf Fortress or ...
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3answers
253 views

Are there recursive variants for trigonometric functions to potentially improve performance?

This is perhaps a better question for mathematics SE, however, this deals more with the performance side of gaming, and software in general. When I say recursive function, I mean recurrence relation. ...
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292 views

How to speed up Unity Simulation?

I am trying to collect some data from UNITY but it is taking forever. I increased the framerate to 5 which accelerated the simulation without compromising the output but still it's slow. I am ...
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1answer
248 views

UNITY - Huge amount of GRAPHICS in RTS Tiled game

after year of development and week of unsuccessful optimization I turn for a help from you, guys. So, my game is turn-based strategy with hexagon map. One hexagon consists of one texture for hexagon ...
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1answer
963 views

Why is creating my sprites so slow?

My 2D Unity game has tiles and layers. It creates one game object per tile, anywhere from 100 to 10,000. To create 3,000 game objects takes 68 msec, which is just fine. But setting up the sprite and ...
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1answer
194 views

Calculating the difference between two numbers using exponential growth

I think this is a very basic game programming question, but I am bad with math and new to programming & game programming so I'm looking for some advice. I'm making a 2D sprite game for iOS. Every ...
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2answers
4k 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: ...
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1answer
1k views

How to render a large tile-based 2D world efficiently (using JavaFX/ScalaFX or more generally)

I have a file tileset.png containing a dozen 32*32 tiles. When my game starts, it generates the world randomly with the available tiles and the size of the world ...

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