One performance goal for Wondee is to run well on fairly old PCs and to run at ~120 FPS on a decent middle range PC. Specifically, to run at 144 FPS on my 6 year old development PC with a 2.5 year old video card and 144Hz monitor, and to run at 60 FPS with minimum settings on my 10 old PC and 8 year old laptop.
You'd think that using simple low poly objects and a fairly simple background would make this an easy task. What I found was that poly count isn't that big of a deal. Video cards these days can handle a LOT of polys without breaking a sweat. The bottle necks come from what's known as a 'draw call' and in my case a 'fill rate' limitation. Well to make a long story short, I was able to reduce the draw calls from ~500 to ~150 and to improve the fill rate limitations of the fancy background using off-screen particles. Wondee is running very well now, meeting my performance goals. Yay! 40-60 FPS at full settings on a 10 year old PC was even better than I expected, and being able to run at min settings on a crusty non-gaming laptop is pretty cool. Next stop, mobile performance...
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Friday Feb. 12, 2016 at noon PT, 2PM CT. The show is also archived on Twitch, so if you missed it you can still go there and watch it later. William Chyr is a game developer for Manifold Garden. It looks like this. William streams several times a week on Twitch about game development. On Fridays he invites a developer onto the show, live, and reviews their game with them. Past shows have included games like Pavilion, Induction, and Memory of a Broken Dimension.
This Friday Wondee will be the subject. Tune in and find out what the heck was I thinking? |
AuthorGarret Polk, indie video game developer Archives
August 2016
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