this post was submitted on 24 Jun 2023
13 points (100.0% liked)
GameDev
2777 readers
1 users here now
A community about game development.
Rules:
- Adhere to the general lemmy.blahaj.zone rules (#1 being no homophobia, transphobia, racism or other exclusionary content)
- Self-promotion is fine as long as it's not spammy - share your progress, insights, techniques and mishaps! If you recently posted, update the previous post instead of filling the frontpage with your project
- Hide NSFW/NSFL content behind a clear warning, for example: [NSFW Nudity]
More rules might follow if they become necessary; general rule is don't be a pain in the butt. Have fun! ♥
founded 2 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
Profilers for diagnosing performance issues.
I had an experience where my general basic rendering knowledge (lots of draw calls / polys = bad) got me complacent in solving performance problems. I saw low FPS, I started simplifying meshes. But that's not always the case, there can be runaway code, memory issues, specific render passes etc.
In my case, I was trying to get a Unity game to run on a PS4 devkit but it kept crashing on a certain level. I wasted a lot of time simplifying the meshes used in that scene before jumping on a call with our tester (who had the devkit and was also inexperienced) and remotely profiling the game to determine the root causes.
This turned out to be a memory overload. The amount of functional RAM/VRAM you have on a PS4 is actually pretty limited compared to a desktop PC. In our case, there were several things ramping it up and over the limit:
So now, while my knowledge has significantly improved from experience, I make use of profiling wherever possible to confirm what a problem is. As the saying goes; you don't want to just mindlessly create solutions, you want to identify and solve problems