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Game Optimization: To Keep FPS From Falling Into the Abyss

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Game Optimization: To Keep FPS From Falling Into the Abyss

In the world of Gamdev, one of the most invisible but critical aspects of development is Optimization of performance . No matter how beautiful your world is, no matter how interesting the mechanic you realize, all this will lose its meaning if the game works at the level of Slideswus, and instead of an exciting gameplay, the player observes freezing, frizes and falling personnel.

The development of a game is always a compromise between the desired and possible. Even on powerful platforms, resources are limited, and on mobile devices or weak PCs - even more so. The task of a gamemerack and a programmer is to make the game be beautiful and saturated, but at the same time Fly , not creeped . In this article, we will consider in detail how to achieve this balance.

What is performance in games?

The performance of the game is the ability of the engine and the platform to renders the scenes and process logic in real time, providing a stable number of frames per second (FPS).

Basic metrics:

  • FPS (Frames Per Second) - The number of personnel displayed per second.
  • CPU and GPU Load - load on the processor and video card.
  • Draw Calls - The number of calls to draw objects on the screen.
  • Memory Usage - The volume of the operational and video memory used.
  • Frame Time - How many milliseconds do the one frame draw occupies (the smaller, the better).

Optimization is work on a decrease in all narrow places that prevent the game from going smoothly. This is not only about "making easier", but also about "make smarter."

Why are games slow down?

The reasons for reducing performance can be different, and they do not always lie on the surface.

The main reasons:

  • Too many objects in the stage.
    Even if the player sees only one enemy, the engine can calculate dozens of objects outside the camera.
  • Non -optimized graphics.
    Highly polygonal models, 4K textures, ill -conceived light - all this kills FPS.
  • Scripts and logic.
    Frequent appeals to resources, endless cycles, complex calculations in Update () can burn the processor.
  • Bad work with memory.
    Leaks, constant creation/removal of objects (without pouring), loading heavy ases on the fly.
  • Ineffective rendering.
    Often associated with a large number of DRAW Calls, especially in 2D games with an abundance of sprites.

Optimization approach: when and how?

Optimization cannot be postponed to the very end - this is the risk of loss of control over performance. However, premature optimization can inhibit the development.

Golden rule:

First - functionality, then - optimization. But observation of performance should always go.

Stages:

  • Prototype - Do not think about FPS, it is important to check the mechanics.
  • Alpha version - Start tracking Bottleneck, connect the profilers.
  • Beta - Active phase of optimization, correction of narrow places.
  • Before the release -final polishing and stress tests.

Working with graphics: enemy No. 1 of performance

Graphics is one of the most resource -intensive aspects of the game. It is here that the source of the lags most often lies.

Optimization tips:

1. Lod (Level of Detail)

Use several models with different details depending on the distance to the chamber. Middle objects - high quality, distant - simplified.

2. OCCLUSION CULLING

Hide objects that are not visible to the camera from rendering. Especially useful in 3D games.

3. Light Bucking

Use lighting baking at static objects. This unloads the GPU from constant light calculations.

4. Atlas of texture

Combine small textures into one to reduce the DRAW Calls.

5. Using shadeers

Simple shaders are quick shaders. Check productivity on a weak gland.

Scripts optimization: CPU under control

Game logic is like the heart of the game. But if it is built inefficiently, this heart can begin to fight too often.

Basic principles:

1. Avoid update () unnecessary

The functions caused by each frame should be minimal. It is better to use events, timers or coroutines.

2. Object Pooling

Instead of constant creation/removal of enemies, shells, particles - create a pool of objects and re -equipped.

3. Complex calculations - outside the frame

Artificial intelligence, generation of maps - do in stages or outside the main stream (asynchronously).

4. Prophy regularly

Unity Profiler, Unreal Insights, Visual Studio Profiler - Analyze which methods load the system.

Memory: Quiet killer FPS

Games can “slow down” due to constant garbage collectors, memory leaks or excessive allocation.

Adviсe:

  • Avoid unnecessary allocations in the cycles.
  • Follow the work with the memory when loading ascets.
  • Remove links to unnecessary objects.
  • Limit the use of String.concat or Instantiate in hot code.

Examples and cases from famous games

The Legend of Zelda: Breath of the Wild

Nintendo limited the drawing range, but did this imperceptibly for the player due to stylistics and competent design.

Doom (2016)

The game with frantic speed, but excellent optimization. Aggressive Object Pooling is used, key resources are downloaded in advance.

Among us

Minimalistic graphics, almost complete absence of animations, but stability even on weak devices.

Optimization tools

  • Unity Profiler - Built -in performance analysis tool.
  • Unreal insights - Powerful profile for UE4/5.
  • Renderdoc - To study the graphic Payplane.
  • GPA (Graphics Performance Analyzer) - From Intel, to analyze graphics.
  • Stats in UE4 - Console commands Stat Unit, Stat FPS, Stat Memory.

Optimization for the platform

PC

  • There are many resources, but a lot of configurations.
  • Give the user flexible graphics settings.

Mobile devices

  • Limited GPU and CPU.
  • Use sprites instead of models, avoid complex shadows.

Console

  • Static iron is easier to optimize.
  • But certification is important: stability and speed.

Conclusion

Optimization of performance is not a development stage, it is its constant background. This is the concern for the player not only to see your game, but I felt it Without frizes and falls. Beauty, plot, mechanics - all this is crumbling, if the interface slows down, the camera twitches, and the character moves late.

Remember that optimization is a manifestation of respect for the player. This is the ability to find a balance between ambitions and capabilities. This is the art of hiding complex behind the simple, to make easy what in practice required titanic efforts. Your game can be brilliant, but only if it works. And the better she works, the easier it is to believe that this world is alive - and I want to return to it.

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