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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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 ...
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9answers
34k 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 ...
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2answers
2k 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
741 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
550 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
2k 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
499 views

GraphicRaycaster performance OnClick

Let's say I have two Canvases: BackgroundCanvas and UICanvas. Now, on BackgroundCanvas I ...
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1answer
121 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
210 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
5k 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 ...
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1answer
260 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
508 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 ...
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0answers
81 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 ...
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3answers
3k 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 ...
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1answer
723 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'...
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2answers
835 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
210 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, ...
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2answers
17k 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 ...
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1answer
380 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
138 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'...
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1answer
146 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 ...
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1answer
700 views

Too slow for cycle in Pygame

I'm using Pygame for Python 2 and I have the following code: ...
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0answers
77 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 ...
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2answers
339 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 ...
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1answer
167 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 ...
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1answer
1k 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 ...
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1answer
222 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 ...
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0answers
265 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 ...
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1answer
545 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
6k 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
360 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 ...
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1answer
991 views

How to update everything but 1 thing in pygame and python

What I'm doing So I'm developing a game for my Computer Science final with python & pygame. It's done other then I have to make a main menu. I've been developing it over the last 2 weeks because ...
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1answer
706 views

Best way to draw a textfield in OpenGL, when performance really matters?

I'am creating my own GUI library in LWJGL (opengl for Java). I already managed in creating buttons and panels, and I've also got the hover and active states of the components implemented. This ...
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1answer
289 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 ...
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1answer
171 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 ...
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1answer
646 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 ...
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3answers
2k 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 ...
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1answer
632 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 ...
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2answers
195 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 ...
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1answer
324 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++ ...
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1answer
157 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 ...
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1answer
207 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 ...
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0answers
532 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 ...
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3answers
149 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 ...
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1answer
367 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 ...
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1answer
363 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() / <...
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2answers
236 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?
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1answer
159 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 ...
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1answer
86 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 ...
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1answer
567 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 ...

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