Monday, 5 May 2014
Steampuck: frame rate
for some unknown reason the games frame rate has decreased to almost 4 frames a second the game had usually been running at about 12 frames a second this was still bad but I was gradually increasing it to on average of 30 frames a second but for some reason as I just said it is now down to around four frames a second I have run occlusion culling and added a fog and will now attempt to decrease the render distance in order to hopefully save more memory at the moment the game is running with a ridiculous amount draw calls I may need to do some serious editing in order to get the frame rate to a reasonable level in order for the environment to be playable as running at four frames a second is so glitchy it makes the game almost unplayable this will have to be my main focus of the last couple of days on the other hand sealing off of the environment and re-texturing is pretty much done anything now that is on my mind is setting up the oculus rift side of the game and getting the frame rate sorted.
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The game had usually been running at about 12 frames a second this was still bad but I was gradually increasing it to on average of 30 frames a second but for some reason as I just said it is now down to around four frames a second":
ReplyDeleteConsider breaking this into smaller, clearer statements. It’s quite long and could be made more concise for better readability.
Previously, the game ran at about 12 FPS, which was suboptimal. However, I had been steadily increasing it to an average of 30 FPS. Unfortunately, it has now dropped drastically to around 4 FPS.
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I have run occlusion culling and added a fog and will now attempt to decrease the render distance in order to hopefully save more memory":
ReplyDeleteYou could elaborate on how effective occlusion culling and fog were in improving performance. Did they make any noticeable difference before the frame rate dropped further
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At the moment the game is running with a ridiculous amount draw calls
ReplyDeleteYou might want to specify what is causing the high number of draw calls (e.g., complex assets, redundant objects, or inefficient scene setup). Detailing the root cause could guide the optimization process.
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Running at four frames a second is so glitchy it makes the game almost unplayable":
ReplyDeleteConsider briefly describing the glitches encountered, as this might help identify specific areas needing improvement.
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This will have to be my main focus of the last couple of days on the other hand sealing off of the environment and re-texturing is pretty much done
ReplyDeleteThe contrast between focusing on frame rate and mentioning completed tasks could be clearer. Consider splitting this into two distinct sentences for better clarity.
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Setting up the Oculus Rift side of the game and getting the frame rate sorted":
ReplyDeleteIt might help to prioritize these tasks or note if one depends on the other (e.g., Oculus integration may require a stable frame rate). Clarifying this dependency can add structure to the discussion.
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I may need to do some serious editing in order to get the frame rate to a reasonable level":
ReplyDeleteProvide more details on what "serious editing" entails—are you planning to optimize textures, reduce polygon counts, or combine meshes
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