We’re rewarding the question askers & reputations are being recalculated! Read more.

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
0
votes
1answer
140 views

Should chunks be procedurally generated client-side or server-side?

I'm developing a game with a friend that involves a procedurally generated map. My question is... Should the client generate the chunks, or should the client make a request to the server, and the ...
1
vote
1answer
123 views

What to do with unused vertices?

Imagine yourself a vertex array in OpenGL representing blocks in a platform game. But some vertices may be not used. The environment is dynamic, so there always some vertex may suddenly become ...
0
votes
1answer
332 views

How do I represent blended tiles in a mesh/vertex array?

I recently started making a Terraria clone using the LÖVE library, which is based in OpenGL. In Terraria, for each tile, there is a large texture with all possible combinations for merging with ...
7
votes
3answers
752 views

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 ...
1
vote
1answer
460 views

Performance drawing in Pygame

Relevant background information I'm developing a game for a high school computer science performance task in python & pygame. I'm using objects and all the code is working well for me. The game ...
0
votes
2answers
120 views

Build SDL_Surface before blitting it

I have a function in which I'm looping y and x over my array of sprites. That's a lot of loops, and it is very slow; I'd like to ...
3
votes
1answer
274 views

Optimised server structuration

I've been wondering a lot lately about how to make an optimised server structuration, and i came to the conclusion that i severely lack knowledge on the subject. I'll be doing this with either C, C++ ...
0
votes
1answer
101 views

How do I manage monster tables and item databases in my Android game?

To learn more about AI during combat, I made a demo in Unity where a player would fight a creature in an arena. I started here because I plan to implement the system I'm working on in another game. In ...
0
votes
1answer
147 views

VBO Performance issues

I'm making a 2D Tile based game in OpenTK at the moment. Performance was really bad (laggy and slow) with direct drawing, so I switched to VBOs. The performance hasn't changed, it might even be slower ...
0
votes
0answers
477 views

real time lights and high quality shadows in webgl build

I have a game in which there are a lot of objects constantly moving around and a lot of real time lights with their setting set to highest, I'm building my game as webgl and this is costing me a lot ...
3
votes
3answers
114 views

Unity “Update” method with lots of objects with logic

In my game I'm working on in Unity, I want to have energy and machines (i.e ore processing machines, smelting (think Minecraft modded)), but I was thinking about performance. The player could have ...
0
votes
1answer
258 views

Performance optimization when changing Textures LibGDX

In the main Screen class of my game there is a ListArray<Card> which makes up the deck ...
0
votes
1answer
255 views

What is more performance friendly?

I'm wondering what is more performance friendly: 1) Rendering a texture (in a seperate RenderTarget2D) and reuse it. (That will use multiple spriteBatch.End() / <...
0
votes
2answers
170 views

Is it a good idea to perform all matrix operations on the GPU?

I was wondering if it is a improvement to use OpenGL for matrix calculations instead of using the CPU. And if it is a improvement, is it worth it to change the math class to use OpenGL?
0
votes
1answer
112 views

Closest to hardware/fastest pixel manipulation

I am currently working on the concept of a game, but I'm running into some problems. For the game, I'd like to be able to directly change pixels on screen. However, all approaches that I tried so far ...
0
votes
1answer
74 views

Feasibility of nested voxels

Out of curiosity, does anyone know how feasible it would be to have a voxel engine that allowed for voxels within other voxels? For example, you would have the usual chunks filled with voxels, but ...
0
votes
1answer
416 views

DirectX 11 instance mesh performance

Today my question is a about instance mesh performance in DX 11, the way I do my instancing is the standard way I think, its the same way I did it in XNA. To start with each frame(every 2nd) I build ...
2
votes
1answer
749 views

Only 20fps framerate in libgdx Android with ~190 Actors being drawn

I'm getting bad frame rates while developing a game on Android. I have been developing on desktop too and only have the issues on Android. I am testing with a Nexus 6 (can't imagine how badly it ...
2
votes
2answers
2k views

Difference between using Tags and GetComponent

I was implementing a basic "check if the player enter the trigger" behaviour and I get myself wondering about this question: What the difference between this: And this: I guess it is a performance ...
1
vote
4answers
184 views

Optimizing thousand objects manipulation

I am developing a clone Minecraft for the purpose of study. I am working with Java and LibGDX. I have read some other codes on web, and reading LibGDX tutorials and currently I could develop something ...
0
votes
1answer
307 views

libGDX - Scene2d Actions or Frame Animation, which is better for performance?

I only use Scene2d for the UI layer of my libGDX game. But I need some animations like fading or rotating on my players. Which is better for performance: Scene2d fade action or having multiple ...
2
votes
2answers
1k views

Is it OK to use 6-7k texture map in Unity?

I want to unwrap all my car into one texture (interier, wheels and e.t.c), so for better quality i need to use one big 7k texture. Is it OK or the better choice is to make smaller ones for groups ?
-1
votes
1answer
475 views

Rendering with sdl_gfx is so slow, any alternative?

I have been using sdl_gfx ( sdl2 extension library https://github.com/ferzkopp/SDL_gfx ) to make Android games, I have always noticed that rendering primitives is so slow. So I was rendering it once ...
1
vote
2answers
92 views

Any major perf (or otherwise) concerns with rendering to/from big partial texture rather than multiple?

I have a very low res mobile game I'm working on that takes multiple rendering passes followed by a pass the composes them. Currently, I have a tex for each pass- each of which gets given to the ...
1
vote
0answers
545 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 ...
1
vote
1answer
1k views

When should one use LibGDX's FrameBuffer and when SpriteCache?

In my game I have some graphics that I want to draw once and only redraw whenever something is changed by the player. Now, I'm wondering, whether I should use the ...
2
votes
1answer
240 views

Smoothness & performance issues of new game [closed]

I've written the basics of a new game which just includes a game loop that can update and render basic game objects so far. I want to ensure that what I've written so far is as good as it can be and ...
1
vote
0answers
1k 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 ...
2
votes
2answers
582 views

DirectX Performance Issue: Rendering to texture

Brief introduction: I'm programming a game and, till now, I've runned it on my desktop. This morning I decided to try it on my laptop (a i3-4005u with a gt920m) to see cpu/gpu usage and, with my ...
1
vote
0answers
81 views

PHP development for online games [closed]

I am not pro on programming and games but i had developed an online browser-based game with php . Now i am creating a game like a chess that it do not needs an live-stream and FPS data exchanges. I ...
0
votes
1answer
53 views

Is it feasible to stream your game when the screen is small?

My game consists of a very small screen (256x256). Behind that screen, though, there is a lot of very, very expensive ray tracing going on, which requires a very powerful GPU. Moreover, all clients ...
1
vote
2answers
1k views

How to read rendered textures back without killing performance

I have an application where I need to render some OpenGL based dlls, read the rendered textures back, and send them to another directx based application that will render them in directx. Right now, I ...
0
votes
1answer
451 views

Java Graphics - big images slowing down

I'm working on a little game for learning purposes so please don't recommend me to use any library like libgdx or slickutils. I have just one simple question. Does rendering bigger images with ...
0
votes
1answer
69 views

JVM voxel game engine lag spikes

I'm experiencing short lag spikes after some voxel chunks have been created while not moving the camera around. I profiled the application: the JVM implementation uses a lot more memory, about 2.5 ...
0
votes
1answer
198 views

LibGDX - How do you load huge spritesheets?

As we know, there is a GL_MAX_TEXTURE_SIZE on each mobile phone which makes things really hard. I write an app for all mobile devices and I need to load some huge ...
1
vote
0answers
463 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 ...
64
votes
6answers
18k views

How do bullets work in video games?

I came across this question when I was designing a video game in C#. If we consider games such as Battlefield or Call of Duty, hundreds or even thousands of bullets are flying at the same time. ...
1
vote
3answers
1k views

Do editor errors affect device performance?

Do errors that come up in the Unity editor affect a game's performance on a device (on Android in particular)? I'm talking about errors that keep coming continuously during ...
3
votes
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 ...
0
votes
2answers
658 views

How do I make a game over screen like Temple Run or Subway Surfer?

When you die in one of these 2 games I took screenshots of (Temple Run and Subway Surfers), what exactly comes up to say "Game Over" and posts your score and all-time high score? Is it a different ...
5
votes
6answers
11k views

Gfx.WaitForPresent performance issue

I am making a 2D mobile game and it runs really well (60 fps) on my phone. However, in some cases the performance goes down drastically to the point where it runs at 20 fps or even less. It happens at ...
2
votes
2answers
335 views

unity 5.x performance

After I downloaded unity 5, it became very power consuming. For example, my pc becomes hotter and makes a lot of noise. Also building, compiling, baking of game takes a lot of time. I am making a ...
1
vote
0answers
2k 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, ...
0
votes
1answer
367 views

Performance problem with BufferedImage and AlphaComposite

I'm currently making a 2D platformer game and now I want to implement Light using AlphaComposite. For creating the lights I first create a blank BufferedImage with ARGB format. After this, I create ...
1
vote
1answer
254 views

What is GPU instancing and what are its differences in comparison to standard instancing?

I have been reading a lot of debate on a new feature that will be in Unity 5.4: GPU instancing. I understand the importance of instancing in general, both in terms of saving memory and draw calls. ...
1
vote
1answer
112 views

Level/Asset design for performance Unity

I am a big fan of modular assets. Currently I am designing a 3d game for mobile and I don't know how I should create my levels to get the most out of the device. Should I... create lots of "small" (...
0
votes
1answer
116 views

How to combat exponential growth in sprite messaging?

In my 2D platformer game, I have a number of sprites moving around the world. When two sprites collide with each other, I calculate how deep the collision is and then call a virtual method on both ...
0
votes
1answer
211 views

Drawing bullets on a map

I'm going to be making a shooter-style game, on a navigatable map (All 2D). I'm a little unsure of how to handle the bullets: I see two main ways i could do it I could have the bullet's x and y ...
1
vote
0answers
216 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 ...
1
vote
2answers
226 views

Reducing draw calls in a y-sorted orthogonal world

This is a hypothetical question, as I haven't yet come across the problem of making too many draw calls, but for my game I am aware that this could become a potential problem. The style of my game is ...