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1 vote
1 answer
59 views

D3D11 batching with texture arrays

When employing texture arrays how does typically communicate the associated indices when rendering to batch as much work as possible per draw? The only approaches I can think of are: Supply texture ...
Benjamin's user avatar
1 vote
1 answer
91 views

Is there a way in Unity to detect which gameobjects are making it take longer to enter/exit play mode?

I have a scene with quite a few gameobjects in it and for the first time since using Unity, when I enter/exit play mode (or even close and reopen the scene) it takes about a minute to complete this. ...
FrontEnd's user avatar
  • 1,789
0 votes
0 answers
84 views

FPS improves when parents of skinned AI are disabled before play, but not when disabling them during play

I am playing a scene in Unity editor. If I play the whole scene, the FPS is 125. Next, there are 2 test cases. Case 1: If I disable some big game objects first, and then play the scene, the FPS is ...
Job_September_2020's user avatar
0 votes
0 answers
147 views

Terrain vs mesh : which one is better in terms of performance and storage size?

I have heard many conflicting opinions about the pros and cons of using terrain vs mesh in Unity. Some people say that terrain has better performance while others say mesh does. So, I am not sure ...
Job_September_2020's user avatar
1 vote
1 answer
139 views

Problem with SDL2 optimization (tree structure)

while I was trying to optimize SDL2 rendering phase as much as possible, I reached a wall. I tried to search on the internet but I could not find any solution. So, I need help. Let me explain the ...
Binary Series's user avatar
0 votes
1 answer
106 views

How to reduce the size of my terrain?

I made a WebGL game at https://jugglecats.itch.io/startastic (password is "password"), but the game was far too large, making it take a too long to load. Upon inspecting the build report (...
Almenon's user avatar
  • 113
0 votes
1 answer
144 views

How much slower are decent ECS frameworks supposed to be, compared to a naive array lookup?

I'm developing an ECS framework in C++ and after doing every optimization I could think of, the comparison with a naive array look up is terrible. It's 10x worse in debug mode and 3x worse in release ...
Cool guy's user avatar
  • 186
0 votes
1 answer
91 views

Unity shader optimization

I have a problem with badly optimized palette cycling function of the background shader: ...
Tarak Tarakovich's user avatar
0 votes
2 answers
309 views

How can I efficiently render lots of moving objects in a game?

I'm using OpenGL but this question should apply generally to rendering. I understand that for efficient rendering in games, you want to minimize communication between the CPU and GPU. This means pre-...
greenlagoon's user avatar
1 vote
1 answer
163 views

How to implement engine sounds for racing games on weak systems without the use of tools like FMOD?

Asking this question because I want to implement performant sound handling on weaker systems. While focusing on such systems are a deadend since everyone has fast devices, I still want to do this as a ...
Hash's user avatar
  • 93
0 votes
1 answer
115 views

Can LOD Groups be used for gameobjects that don't have a renderer component?

I am trying to work out how to use LOD Groups with interactive gameobjects. As a simple example lets say I have a prop which when the player is a certain distance away it plays a sound. The problem I ...
FrontEnd's user avatar
  • 1,789
0 votes
0 answers
24 views

Defining camera settings to optimize the use of a shadowmap texture

In my engine I have the possibility to switch from isometric or first person camera, with a far/close camera point of view. In isometric mode the camera point of view can also be in either the -X or +...
philB's user avatar
  • 331
0 votes
0 answers
66 views

Analyzing lag spike in Monogame

The game I am making is having big lag spikes once every 10 seconds or so while running. The spikes seemed to correlate with garbage collection (although I can't be 100% sure), so I thought my problem ...
Depenau's user avatar
  • 111
0 votes
0 answers
80 views

Android ValueAnimator onAnimationUpdate jumps animated values!

ValueAnimator sounds like an awesome way to animate values which can be used on views. But, somehow the animated values are not showing up as they should! I used this set up before to animate a ...
i_o's user avatar
  • 131
0 votes
0 answers
60 views

Android canvas clipping rectangle showing on canvas draw call with paint object that has blurmaskfilter and shadowlayer

I created a game using xml and views on Android. Yes, I know it was not the best choice of development for a 2d game. But, my game is turn based, so mostly static. You can test the game out here: ...
i_o's user avatar
  • 131

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