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Game Performance Optimisation Print

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Making games run smoothly.

WHAT TO MEASURE

Frame time, and its distribution Time spent on the processor against the graphics processor Memory use Loading times

WHAT TO ESTABLISH FIRST

Which is the bottleneck: processor or graphics processor.

WHY

They require entirely different remedies, and optimising the wrong one changes nothing.

HOW TO TELL

Reduce resolution: if frame time improves, you are graphics-limited.

WHAT COMMONLY COSTS PROCESSOR TIME

Per-frame updates on many objects Physics with many bodies Pathfinding Garbage collection Loading during play

WHAT COMMONLY COSTS GRAPHICS TIME

Draw calls Overdraw and transparency Shader complexity Shadow rendering Post-processing

WHAT FRAME SPIKES INDICATE

Something happening occasionally: allocation, loading, or a large computation.

WHY SPIKES MATTER MORE THAN AVERAGE

They are perceived as stutter, which is more objectionable than a lower steady rate.

WHAT TO PROFILE ON

The weakest device you intend to support.

WHY NOT A DEVELOPMENT MACHINE

It conceals every performance problem.

WHAT TO SET

A frame time budget, and measure against it continuously.


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