Advertisement

Latest Performance Activity

JoeJ said:
The only way around that is 'foveated rendering', which is extremely promising, but requires an eye tracker on every display. : (

Yeah, I've been thinking about that also. Didn't know the name for it. It's a very situation-specific thing, I think, unless you're simply reducing the resoluti…

3,095 views
Advertisement

You probably won't get “anything better than a spline base approach". I put that in quotes because there is going to be tradeoffs in any approach you take. A snake general shape when bending can be approximated closely with splines( piece-wise or complete). You can optimize one more level by approx…

2,978 views

To begin with, I'm a system's admin and not a well versed programmer. I've got enough understanding of the basics but not enough of what I need to program an answer to my question.

I'm interested in GPU performance per running process/application. I know there's various tools that can help with this…

2,834 views

Hello everyone,

I'm working on a rasterizer that renders triangles in 2d space, all additively (no depth checking). I'm looking for tips on performance optimization of all types. I don't have a lot of experience with OpenCL/memory management etc so I'm very happy to learn about all the ways to impro…

2,844 views

Programmer71 said:
This looks like a job interview

Yes, it does. Thread locked.

2,989 views
enigma_dev
May 08, 2022 02:25 PM
DevBlog 26 - Finishing The Game!




It's over, I've finally completed my from scratch game project!

The final stretch has been far from glorious.

Rather than making features, it has been nonstop bug fixing.

To reach feature complete, I started just writing down non critical bugs rather than fixing them.

But after feature complete, I star…

19,212 views

That's unfortunate regarding GDI.

SoldierOfLight said:

  • The Windows CPU scheduler doesn't have a guarantee of being able to wake up threads at such a small granularity. What you're talking about here is submitting a frame, having the compositor wake up and consume that frame, and then allowing the app…
  • 3,968 views

    @shaarigan  Yup that's essentially what I'm trying to implement, albeit in 3 dimensional space. From what I understand an R-Tree is just a specific kind of BVH that uses axis-aligned rectangles as the bounding volumes, with BVHs being a generalized superset of data structures. I'm trying to im…

    11,909 views
    Shaarigan
    January 22, 2021 07:39 AM

    There are a lot of articles about spatial tree data structures, first and foremost the good old Quad Tree. This scales an area down to regions that contain regions and so on up to a defined grid size which then holds up all the objects that are located in such a region. It can be very effective if …

    4,044 views

    I don't search every waypoint there is in the scene and check if it's nearby!!!

    As I said I use a Sphere trigger collider and anything that enters I collect it. I think this is really good for performance!

    I don't need to know how many waypoints exist in the word neither needs to search each one of t…

    5,662 views
    Is this algorithm (probabilities calculations) going to perform bad for my game?

    The proposal by fastcall22 is the usual solution where you get an answer with one draw, and one walk over the original list until you find the item that you should get. It's a few lines of code:

    float sum = 0;
    foreach (KeyValuePair<string, float> pair in probabilities) sum += pair.Value;
    
    floa…
    6,865 views
    Need help tracking down OpenGL performance issue when rendering large amount of triangles

    can u easily change yr code to use glDrawElements instead and see how this performs ?

    2,892 views
    Slow Iteration Times? Ask Editor Iteration Profiler (IEP) Why

    Complex scenes, huge C# assemblies, expensive initialization in your scripts... All of them lead to slow iteration times in the Unity editor.

    But why exactly is your editor so slow in your specific project at entering and exiting play mode?

    And more importantly, how can you cut your iteration times e…

    9,301 views
    Monitor Your Memory Usage — By Asset Type & Automatically

    Access your Unity Memory Metrics without attaching the Profiler? I'm sold! Let me introduce you to the new Unity Memory Profiler Module available since Unity 2020.2b.

    Table of Contents

    Imagine This
    The Solution: The Unity ProfilerRecorder API
    Unity Memory Profiler Module: The Metrics
    Some Ideas to Try O…

    10,492 views
    Simplify Your Life With Mesh Simplifier

    Trying to find if your game performance is GPU bound? Well, I have great news: your life is now easier with the Unity Mesh Simplifier package I am about to show you.

    This neat API will let you reduce your assets poly count in matter of seconds.

    Table of Contents

    Is Your Game Performance GPU Bound?
    Set…

    9,916 views

    Hi guys~

    I have a idea that I want change texture file at the runtime.

    for example, I have more 10 textures in contents browser. Those are sequence animation textures.

    and I use the UE4 BP or make a some code that switching texture source in the texture parameter of material instance at the runtime.

    pl…

    4,353 views
    Oops... Are Your Unity Sprites Too Tight?

    [Read the original blog post at Unity Sprites: tight-fit or full-rect?]

    Should you choose tight-fit or full-rect for your sprites in Unity?

    You know, these graphical elements you use in ALL your games...

    After all, you most likely use sprite renderers. Or at least, UI Images.

    In this post, you will lea…

    9,234 views

    Regarding #2: Just store in positionKeyValues glm::vec4 instead of glm::vec3.

    Regarding Release build: always test you performance with Release build (unless you need fast debug builds). Optimizer can pull off lot's off inlining/autovectorization etc. and most important, under visual studio compiler…

    6,979 views
    My game runs with same fps as pubg on GameLoop,but mine is so slow and not running smoothly

    Yaguedid said:

    Hi Guys....
    I wonder how The well know game "Pubg mobile " runs with nearby 30fps on GameLoop ,but despite of this ,it runs very smoothly but my game runs with nearby 20pfs but it really slow and dull ...

    i want to know how ...and what i should do Please

    Nobody can answer your question… …

    5,688 views

    Kenshoryu said:

    @JoeJ I realize that moving many sprites by themselves is expensive for the CPU. I think that ideally I should first balance the number of elements on the screen before trying to optimize collision detection. I think if at the time we had few or no games that had many sprites on the …

    15,848 views

    The main thing is to avoid doing memory allocation - that means you should use structs where possible for small objects, set the capacity of lists in advance instead of just letting them re-allocate automatically, avoid foreach in favour of for when possible (as sometimes foreach has to allocate an…

    3,315 views

    Shaarigan said:

    […]

    TL;DR using pinned byte array in C# (or at least one for every thread to not hustle with locks) is a good choice of bypassing the marshalling process. You can pass the IntPtr to native C++ code, it is fast to transfer primitve types (a pointer for example just covers a void* field…

    7,557 views
    Advertisement
    Advertisement