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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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 ...
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0answers
217 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 ...
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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 ...
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4answers
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Why is my A* Pathfinding incredibly slow?

I'm trying to use A* to make my enemies move about, but it takes up to 20 seconds to get a path to walk. My grid is only 64*64. This is my code: ...
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4answers
2k views

A* pathfinding takes too long, shortcuts needed

So I have a game where the player can move on a grid 108 X 192 large. It uses a simple A* path-finding algorithm to move. Unfortunately, After 0.03 seconds, it would have only looked at about 300 ...
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1answer
207 views

Rendering three-dimentional array of tiles (as a tilemap)

I'm trying to create 2d game engine in C++ using SDL2 (actually some code was migrated from SFML). I want to have a flexible multilayer tilemap that can store different types of tiles. My current ...
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1answer
293 views

How to manage loads and memory usage and process in unity

I want to know whether level and scene management for memory and process management is handled by Unity, or if the developer has to handle these kinds of concerns. For example, imagine you want to ...
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2answers
2k views

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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2answers
796 views

Is there a way to turn collision detection system off completely in Unity?

My world setup is 2D Top-Down. All collisions are disabled from the collision matrix. There are no collisions in the scene as I wanted, but as I perceive, Unity is still trying to calculate ...
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1answer
646 views

How can I reduce the draw calls in a split screen game?

I am working on a split screen game with one camera per player. It appears that the number of draw calls is multiplied by the number of cameras I have, which makes perfect sense. More cameras means ...
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2answers
193 views

How to optimize my random terrain generation and usage?

I'm new to Unity. I've created an algorithm to procedurally generate a circle-shaped tunnel made of primitive cubes GameObjects. The problem is that the game is very laggy and I can understand why: ...
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1answer
707 views

Does marking a GameObject as static actually improve performance?

I'm currently working on a small game that will include somewhat large levels. Each level will have a somewhat large amount of GameObjects lying around as props. I ...
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1answer
1k views

How do I interpret the differences between the “Time” and “Self” columns in Unity's profiler?

I'm not quite understanding how to read the results of the profiler: A method Pathfinding_NodeAdjuster.CheckSpecificArea() method is using up 94.7% of the ...
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1answer
3k views

Unity scene performance - better to use one scene and toggle what is active?

Unity scene performance questions In Unity, were one to have a scene that is basically identical in all but a few ways, would it be better to keep them as separate scenes, or to have them be one ...
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2answers
10k views

When should I mark GameObjects as Static?

Here is the corresponding Unity documentation. According to explanations of Unity documantation pages about Static GameObjects, sometimes marking GameObjects as static may effect performance in a bad ...
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1answer
4k views

Performance of glDrawElements vs glDrawRangeElements vs glDrawArrays

I've looked around on the web trying to find a good answer to this, but am unable to find one. Different forums mention driver bugs and the likes, but these discussions are usually almost 10 years old,...
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1answer
169 views

OpenGL Applications Bring computer to halt

Whenever I run any application that utilizes the OpenGL interface, my entire computer comes to a halt, but it doesn't do this when it utilizes the DirectX interface. I run both Linux (Ubuntu 15.10) ...
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1answer
766 views

Does distant and large objects use up a lot CPU usage?

Okay I'm new to Unity, and I'm making a space sim pc game. You know, space is huge, light years of distance between stars. Even if I set 1 AU (150,000,000 KM) as 1 unit, 1 light year will be 63,000 ...
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1answer
131 views

Performance differences: one empty GameObject with multiple child objects vs. single GameObject formed by pre-merging the former child objects

Imagine a robot game where robots are made of pre-built blocks. Therefore, each block is a separate GameObject, with one mesh each. I am trying to understand the conceptual differences behind the ...
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3answers
431 views

Most optimal way to load 2D world

I am creating a 2D car racing game. (Yes, a Hill Climb Racing clone) What I am doing right now is load 10% of the map every time the user gets to 7%. For example: Imagine the map has 10km. (10000m) ...
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0answers
44 views

Animated Typing Memory Usage with Immutable Strings

Right now I'm programming a game that has an animated typing effect typically seen in older 1980's and 90's role-playing games. An example can be seen here. The typing effect is generated by taking a ...
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1answer
424 views

Cossacks game pathfinding

Cossacks (released in 2002) is an RTS game where you can build huge (few thousands men per player) armies on a really big maps. Imagine Age of Empires 2 for few players on Ludikris map with no lag, ...
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1answer
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Is * calling *= (or *= calling *) slower than writing seperate functions (for math library)? [closed]

I have some vector classes where the arithmetic functions looks like this: ...
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3answers
25k views

Most efficient way to convert Vector3 to Vector2

What is the most efficient and fastest way to convert a Vector3 to a Vector2? Casting: Vector2 vector2 = (Vector2)vector3; Initializing a new Vector2: ...
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Culling And Optimization in a 2D Orthographic Game

I'm currently developing a 2D top-down space themed RTS game. I'm building the space procedurally from a seed. At the end of generation of all space objects, if i don't apply any optimizations I end ...
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1answer
4k views

Why is my game freezing?

Ok here is what I have done. I have made a simple test game where you move a character around. I built it and installed the app onto 2 different devices (as it will be a multiplayer game later). ...
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1answer
432 views

Java 2D Game Development - Best Performance With Rendering

I have seen two different rendering methods. One of them is rendering multiple bufferedImages like g.drawImage(image1 to imagexxx, x, y). Like in my game I have to render, on each tick, 880 buffered ...
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2answers
802 views

Know if you're fully utilizing the GPU

I render ~17.000 VAOs each frame. 2.840.386 triangles. Only applying texture, nothing else. I have three computers and the performance across them is not as expected. Cheap laptop(i3-4010U & ...
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7answers
879 views

How to avoid cost comparison each and every frame?

I'm toying around with a ticker(incremental game) for JavaScript. The basic idea is that you have buttons that represent buildings, each building provides a certain amount of resource per 'tick'. ...
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1answer
596 views

Flash animation or Sprite sheet animation good for Unity mobile games

I would like to develop dress-up and cooking kind of games. So it needs lots of animations. Our designers done the animations in the lash. I found the plugins callued GAF and UniSWF to convert flash ...
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1answer
92 views

Why not draw a custom font with lines and/or polygons?

Reasons/advantages I see: More flexible procedural animation. Completely custom font. Performance (no texturing or high-poly)? No assets (unless data-driven). Multi-resolution compared to sprite ...
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1answer
87 views

What is the fastest way of drawing simple, textured geomtries and keeping the depth test?

I'm looking for a fast way to draw simple 3D geometries - that will consist of up to 10 vertices. Each of them will have a texture (though varying between geometries). I also want to store the ...
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1answer
822 views

Ideal draw order - sort primarily by distance or material?

When it comes to pre-sorting the draw calls for a given frame, I am aware of two different methods for optimising. The first is to batch draw calls by their material. This minimises shader changes ...
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1answer
108 views

Transitioning through menus in Unity: what is the best option performance-wise? [closed]

I'm making a menu manager and I'm not sure what should I do to make a transition from one menu to the other. What is better to be used performance wise? Here is the step in my mind. Simple enable or ...
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0answers
442 views

What is Sprite Kit capable of? [closed]

I am messing around with Game Maker in my free time. I learned some Java at school but never really understood the object oriented principles. When I got to know Game Maker I was surprised that game ...
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2answers
2k views

2D Game has very bad lag because of one script?

I am making somewhat of a flappy bird clone (mostly for practice) and everything works fine, but it is just really slow with a low FPS of 13 and a max FPS of 28. Why would this be? So I ran a check ...
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1answer
366 views

Add navigation obstacles during runtime lags

Please watch this short video. http://screencast.com/t/vw2a5FdOOT It shows the problem. It's using the build in Unity navigation and followed the guide to build the demo in the video. Everytime I ...
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1answer
425 views

Efficient Per-Tile Lighting Technique

Quite a few of the 2D games that I have seen use per-tile lighting, where each tile has a set brightness (continuous scale of 0 to 1, for example). One way of calculating the brightness of any one ...
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0answers
738 views

unity lag while moving a sprite

I'm trying to build a 2D game for android and after I finished developing the game I noticed that there was lag present when moving objects around. I tested it on a phone much more powerful than my ...
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0answers
87 views

Techniques of graphics rendering with single CPU core? [closed]

I am interested in methods of 2d and 3d rendering using single thread on an average CPU (e.g. for programming games for old and low-end PCs). While I usually have no performance problems when using ...
2
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1answer
227 views

Giving values to uniform in OpenGL

First thing is that I know how to give values to uniforms in OpenGL. Second thing is that it is a question related to optimization and performance. The habit for changing the uniforms, we preferred ...
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1answer
1k views

Is this the typical approach to modern OpenGL UI & Text rendering, for mobile?

I'm implementing GUI in OpenGL ES 2.0 to fit with my application framework's existing structure. I'd like to have the UI rendering eat as little mobile processing capacity as possible. So to confirm......
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2answers
329 views

PhysicsJS on mobile devices: how to optimize for speed

I'm (physics n00b) developing a small animation (gamification) in a mobile HTML5 app (PhysicsJS, HTML5, Cordova, Ionic, JavaScript). This animation is derived from Basket of verlet constraints. This ...
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1answer
679 views

Performance of instantiating many prefabs as children of one prefab in unity

Is there any performance difference between [instantiate multiple prefabs] and [put all prefabs under a single parent prefab and then instantiate that parent prefab] in scene. Hope you understand what ...
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2answers
123 views

How can I minimise memory thrashing when doing vector math in JavaScript or ActionScript?

Please note that a similar question has been asked before in the context of C#. Say I'm building a 3D game in Javascript or Actionscript, and doing a lot of 3D vector math. In current libraries, ...
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2answers
291 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
308 views

What are the common methods for achieving dynamic asset destruction? [closed]

I am trying to determine the most appropriate destruction solution for an online desktop game. There are two main factors here that I am considering; 1) the performance of the approach taken and how ...
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1answer
64 views

Extrapolating performance on cheaper devices

I am in the final stages of developing a game with XNA and MonoGame and am planning to release it on Windows Phone and Android. I personally have a Blu Win HD LTE and my father and sister have a Nexus ...
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1answer
266 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 ...
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2answers
1k views

How can I efficiently render to multiple screens?

I know XNA is long dead, but I need it to update an old project. (I would have ported to MonoGame, but can't get multi-monitor support in it.) My game does the following: Wait for some objects which ...