Questions tagged [profiling]

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Occasional lag-spikes in performance in heavily optimized game (profiler screenshots included)

So I've been working on a mobile-based platformer for a few years now. I've spent more than a year optimizing the game for mobile as much as I could. Almost every single one of my meshes are using ...
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2answers
119 views

What is the purpose of the Allocation Callstacks button in Unity's Profile window?

I have an idea of what this button does, but I cannot find any specific information in the documentation. What information does this button add to the profiling data? How can I see this extra ...
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99 views

Profiling Animator showing non-animation calls

When profiling using Unity, I have entries for PreLateUpdate.DirectorUpdateAnimationBegin PreLateUpdate.DirectorUpdateAnimationEnd however, digging down into ...
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0answers
57 views

Instances in the Unity Profiler Timeline

What do Instances mean when you click on an operation in the Timeline section of Unity Profiler? In this example: Total: 11.90 ms (10 Instances)
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1answer
171 views

Avoiding GC Allocation in Unity UNet API

I'm trying to profile the game using Unity Profiler, I can see in the Hierarchy tab that there's an 18.3 KB correlated to ...
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1answer
1k 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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2answers
4k views

OpenGL - How come drawing sprites takes so much performance

I'm wondering how drawing simple geometry with textures can eat up so much performance (below 60fps)? Even my good graphics card (GTX 960) can "only" draw up to 1000 sprites smoothly. The textures I'm ...
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1answer
547 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 ...
5
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1answer
1k views

Profiling unity games on Android devices

I would like to profile our Unity mobile game on Android devices in a way similar to profiling Unity games on iOS with Instruments. I am aware of how to do this using Unity's profiler, I would ...
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0answers
779 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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2answers
86 views

DirectX function calls' duration

Today I downloaded Nvidia Nsight in order to profe my game GPU side and I came across some doubts: I can't find only any resource of what are the average times for the different DirectX functions (...
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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 ...
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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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0answers
39 views

Why does Intel Graphics Monitor crash after I set a depth stencil state in my Direct3D 11 application?

I'm programming a managed Direct3D 11 application with SlimDX. I want to use Intel Graphics Monitor to capture draw calls for a single frame. When I try to set a depth stencil state my application ...
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2answers
1k views

Profiling LibGDX game with GLProfiler

I am trying to profile my LibGDX game, It runs on 60FPS on PC and 42-45 FPS on MY mobile phone. Either I improve performance and raise it to 60, or lock it at 30 (I don´t want to do this). I have ...
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2answers
2k views

Accurately measure time between calls to onDrawFrame (Android OpelGL ES 2.0)

I'm trying to sort out some timing issues within my gameloop and I've seen something that I don't understand. The Nexus 10 is supposed to have (as far as I'm aware) a VSync on 60Hz. So that would be ...
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1answer
157 views

How can I estimate the perfomance of graphics cards I don't have? [duplicate]

I'm developing a voxel game with OpenGL and want to optimize the number of rendered faces. How can I estimate how many faces at most a modern graphics card of a certain brand is able to compute, while ...
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1answer
4k views

Need help in tracking down memory leak in Unity standalone game

I'm experiencing a memory leak in my Unity game. If the game sits idly (no new game objects are being created in the scene), Windows Task Manager will show the memory of the .exe slowly rising. I've ...
11
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1answer
990 views

How can I profile the speed of my vertex and fragment shaders separately?

I'd like to know how I can check to see if either my vertex or my fragment shader is a bottleneck in my rendering pipeline. I've read about using glQueryCounter ...
2
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1answer
1k views

RPG - storing player data

Given the following tree structure, where each player logged in can have data for current and completed levels, quests per level, NPCs per quest, and multiple tasks per NPC... I'm trying to figure out ...
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2answers
4k views

Why is mesh baking causing huge performance spikes?

A couple of seconds into the gameplay on my Android device, I see huge performance spikes caused by "Mesh.Bake Scaled Mesh PhysX CollisionData" In my game, a whole level is a parent object containing ...
6
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1answer
766 views

How to find the bottleneck in a typical OpenGL game?

I am working on a little game engine. All major features are implemented yet, despite game logic which I assume not to be such a computational effort. The framerate is at least around 40 FPS, most of ...
6
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0answers
315 views

OpenGL profiling with AMD PerfStudio 2 [closed]

I'm rendering just a really small amount of polygons for my UI but however I still tried to increase the FPS. In the end I removed redundant calls which increased the FPS. I really don't want to lose ...
5
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2answers
272 views

Game has noticeable frame drops but when through a profiler it always runs smooth

I'm trying to optimize my PC game but I can find the bottleneck since every time I run it through a profiler (gDEBugger) it runs smooths. When running outside gDEBugger I get these annoying hiccups. ...
3
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1answer
6k views

How to check battery usage of an iPhone/Android app?

I think the title says Enough. For example Unity can generate you a report how much CPU/GPU power it's using or how fast it's going to drain device battery, but what about the applications developed ...
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3answers
588 views

How to do profiling and memory pooling per system?

I have been interesting in profiling and keeping a managed memory pool for each subsystem, so I could get statistic on how much memory was being used in something such as sounds or graphics. However, ...
2
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1answer
1k views

How are profiling- and tracing -techniques used in Game Development?

I feel that in order to create realistic real-life games, game developers need some ways to monitor the system itself i.e. players' moves, other events and the state of the system itself. I know that ...
3
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2answers
620 views

How to check Early Z efficiency on AMD GPU with Windows 7

I have a game using DirectX 9, and a development station using Win 7 x64. I am still able to get access to another station with Vista x64 / dual booted with WinXP x86. I wanted to check early Z ...
3
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2answers
368 views

Profiling code with threads and script interpreter

Basically, how I profile a game that have multithreading and script interpreter? (Lua in my case) I have no idea of where to look for that. Also it would be nice to be able to profile code that ...
6
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4answers
871 views

Profiling server side game loop in java

I am looking for tips to profile the server side game loop of a Java program for CPU usage. I tried to use the TPTP plugin for Eclipse so far. The problem I am having is that it is really slow. For ...