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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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0answers
256 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 '...
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2answers
2k views

How to efficiently spawn / instantiate a large amount of objects from a prefab

I am trying to make a game where the whole world is consists of a very large amount of cubes (sort of a Minecraft / Trove clone), but I keep running into huge performance issues due to the large ...
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3answers
3k views

3D models budget. What matters more number of triangles or vertices

When I am making a model for a 3D game what should I take as a measure in my budget Polygons (triangles) or vertices? I have made an experiment with two sets 40000 cubes one with 8 vertices and 12 ...
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0answers
122 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 ...
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2answers
303 views

What would be theoretical the perfect texture size?

I am more a newbie considering game development but I am dealing very often with optimization of games for work and because I am interested in it. So as far as I know higher texture size need less ...
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1answer
546 views

Unity Profiling - Mesh.Bake PhysX CollisionData Doubling CPU cycles

I have a mob that, when it dies, spawns smaller versions of itself. When this happens there's a huge resource spike. The profiler narrowed it down to baking the meshes of the new objects. I have a ...
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0answers
255 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 ...
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2answers
347 views

Performance issue in a simple game loop

I have a problem with a simple game loop. As my rendering and iteration functions together take 10 ms, the time between update and swapBuffers measuers around 140 ms. What is causing this. Is there a ...
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2answers
386 views

Unity performance: change sprite from array or sprite sheet animation?

Quite some time ago I made a "GIF player" that basically reads a sprite array and swaps the sprite using a Coroutine, one after the other, in order to imitate a "...
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1answer
386 views

GLSL shader performance reduced by loop?

I hav a fragment shader like this: ...
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2answers
315 views

Why does my Unity/Android game get a small amount of lag when not being touched for some time?

I have made a 3d version of space invaders. I made all the assets myself in Blender. I feel that it's a very basic game and my Galaxy Note 3 test device should handle it no problem. (Although it's a ...
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1answer
2k views

How can I draw 500 million triangles with OpenGL?

I am a beginner. I have a problem with my frame rate. I am trying to see my GPUs maximum performance with using VBO. I saw that everybody says a GPU can draw 1 billion triangles (so 3 billion vertices)...
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0answers
1k views

How many polygons count are reasonable for an Android mobile game ? [closed]

I'm trying to develop a mobile game but I'm facing issue regarding FPS. So my question is: 2016/2017 smartphone hardware, how many polygon counts are reasonable ? Thanks
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1answer
626 views

Unity engine memory usage issue - taking up more than it should

I'm making a 2D game that consists mostly of sprites. As a lot of them were too large in file size, I swapped them into meshes with unlit materials without textures. Now, The problem is that Unity by ...
2
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2answers
2k views

Alternatives to raycasts in unity?

I have an ai car script. The car needs to be able to slow down and or stop if it gets too close to another car. Right now I'm using 3 raycasts like so: ...
2
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1answer
3k views

What is a faster alternative to a GetComponent from a RaycastHit?

I have a basic AI car script which needs to interact with other cars around it. I would like to access variables from the other cars to help one car identify what the other cars are doing so they can ...
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1answer
2k views

Does pixels per unit property affect performance of the game in Unity?

The Sprite import inspector has a Pixels Per Unit setting that controls the size of the sprite objects when they're added to the scene: Will Unity resize the sprite at run time or will it be resized ...
92
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3answers
15k views

How can I clean up excessive player-created rubble?

In my latest game I'm making, you can slice a 2D object arbitrarily, demonstrated in this gif: You can continuously cut it into hundreds or thousands of pieces. This doesn't create a lot of lag, ...
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2answers
2k views

Dynamic frame rate in Unity

I'm developing a 3D visualization tool based on Unity, targeting WebGL. The user rarely interacts with the 3D scene and when he does it's only about adjusting the camera like rotating or zooming the ...
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0answers
48 views

Determining whether a large building should be split into multiple scenes

This is about designing a first person retro game in Unity3d. In this game the player would walk around inside a large maze-like building that has corridors on 10-15 different floors. Each floor has ...
167
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9answers
32k views

Why is it so bad to optimize too early?

After looking into optimization a bit, I have discovered (literally everywhere) that it seems to be a universally recognized sin to optimize a game too early. I really don't understand this, would it ...
4
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2answers
729 views

OpenGL 4 several glUseProgram overhead

I'm developing a little 2D game using OpenGL 4.x and I've also coded a very simple light system which does not take care of shadows. The main concept behind this light system is the frambuffer ...
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0answers
559 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, ...
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2answers
419 views

How to improve performance for expensive functions in 2d city builder

I've already searched for answers but I was not able to figure out the best approach for handling expensive functions/calculations. In my current game (a 2d tile-based city building) the user is able ...
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0answers
774 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 ...
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1answer
390 views

GraphicRaycaster performance OnClick

Let's say I have two Canvases: BackgroundCanvas and UICanvas. Now, on BackgroundCanvas I ...
5
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1answer
118 views

What takes up more processing power between whole character models or models that are pieced together in Unity?

In terms of performance when it comes to animation what takes up more processing power: Whole character models or models that are pieced together? (1 object vs multiple objects). I also wonder if ...
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2answers
165 views

How do I check the performance of my apk?

I have developed an app with Unity 5.2 for the Android platform. The app is running perfectly, but it's loading time is about 7 to 10 seconds, at least, on my Samsung S5. The first scene that takes ...
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1answer
3k views

Unity, choosing a mobile shader

I have multiple 3d objects in my scenes. These are without any graphics and have different colors and some lights. I was building all of the scenes with a standard shader and now, when running on an ...
1
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1answer
120 views

Minecraft: What is the reasonable face/vertex limit for custom models?

When adding custom models to function as tile entity representations, what is a reasonable ceiling - based on performance - to maintain for individual models? Assume that the player will have the ...
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0answers
254 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 ...
3
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0answers
72 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 ...
3
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3answers
2k views

Would I need to develop a multi-threaded game or will a single thread suffice?

So I've been playing around and developing in C++ for a couple years now and have built a very simple C++ game engine for learning purposes. I now want to try and develop a simple 2d, stick figure ...
3
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1answer
549 views

Unity, grass chunk or dynamic batching

In theory would it be faster to render a lot of grass patches that would dynamicly batch or big meshes of combined patches, too big for batching? Rendering chunks should be faster because unity doesn'...
5
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2answers
667 views

Polymorphism vs cache-friendliness

How can we combine inheritance-based polymorphism with spatial cache friendly data structures? In a simple game engine we usually have some base Entity class which is inherited from to implement the ...
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1answer
199 views

Are there performance benefits to full-screen haze filters?

Some games apply a full-screen filter effect that desaturates picture, causing the colors to be "washed out". For example, in Zelda: Breath of the Wild: Someone used Photoshop to remove the filter, ...
24
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2answers
11k views

How can I reduce the performance impact of rendering trees?

I'm making a low poly stylized kind of game. I have a terrain with some water, and I want lots and lots of trees; I have 10,000 trees mass placed, at the moment. Each tree consists no more than 200 ...
0
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1answer
212 views

Is this Code saving performance ? It is kind of a Occlusion Culling

I wanted to do Occlusion Culling on my Scene but I just get a bunch of Errors like "Couldn't load geometry..." etc. I tried to do like another way but the same thing, the Occlusion Culling just ...
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2answers
93 views

How can I boost cache performance when storing objects in a scene with managed languages?

So, for reasons that I won't go into (has to do with my team more so than a good objective reason, unfortunately), I'm building a soft game engine in C# on top of SharpDX. C++ wasn't an option. I can'...
2
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1answer
142 views

What functional abstraction to use for multi-agent simulation?

this is quite a broad question, touching a few different fields, so let me know if there's a way to narrow it down. What I would like to know is your opinions on what abstraction to use for my use ...
0
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1answer
467 views

Too slow for cycle in Pygame

I'm using Pygame for Python 2 and I have the following code: ...
1
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0answers
72 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 ...
3
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2answers
287 views

How do I make 3d Sprites like Myth did 20 years ago?

The game that Bungie cut it's AAA chops on: Myth: The Fallen Lords. about 20 years old now. https://en.wikipedia.org/wiki/Myth:_The_Fallen_Lords For the time, it had a pretty revolutionary way of ...
0
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1answer
150 views

In theory, would an erosion algorithm compute faster on a GPU than CPU?

I'm planning to port an erosion algorithm from CPU to GPU, in theory, will it be faster or would it be better to multi-thread it on the CPU? The algorithm has quite a lot of if statements and loops ...
0
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1answer
804 views

Unity - Create terrain in Blender?

I am going to make a terrain ( not too big ) for my RTS and I was wondering whether to use Unity's terrain tool or create a terrain in Blender and import it to Unity?..I have been told that Unity's ...
2
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1answer
103 views

What is a good budget ratio for computation time?

What sort of budgets do they put on computation time? For example, lets say a football game needs to run at 50 frames per second. That means that each frame can only be 20 milliseconds long. How is ...
0
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0answers
207 views

Unity has extreme lag while deleting trees from terrain

So I have a terrain with sections of water in it. I just placed a whole bunch of trees in the scene with mass place. However, it spawned trees in the water which I obviously want to remove. But when I ...
0
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1answer
342 views

Measure elapsed gpu time of draw call

I'm rendering to a texture via DrawIndexedPrimitive (SharpDx). In some specific situations, the framerate drops significantly when doing this render. The framerate can be improved by rendering to a ...
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2answers
3k views

HPA* Pathfinding, building the hierarchical graph is too slow

So I have a graph, roughly grid shaped, that is about 300*300 nodes large. Even at this size, however, traditional a star takes 20 seconds to run in some cases. So I implemented an HPA* algorithm to ...
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0answers
305 views

What's the fastest collision detection (Game Maker)

I want to build a simulator using Game Maker in which there are many (up to hundreds) of obj_Cell, each has a radius of 10, (they don't have sprites, they just draw ...