How do I reduce engine fps costs?

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Post » Sun Feb 12, 2017 12:30 pm

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I am so stuck.
My game was running at 60fps early yesterday. I edited a lot of things that I forgot to keep proper track of. When I saw fps was at 27%, I clawed through the code looking for anything triggering often. Found 2 things with a 10% count and squashed them- fps rose to 42%.
But it seems that despite extremely low draw calls and code being actively used, the fps has dived because of the engine.
What does that even mean? How can I reduce the engine costs?
Thanks.
- Head of Tall Story Studios.

Creator of GOV, Project Abyss, Spiritlands & more!
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Post » Sun Feb 12, 2017 3:19 pm

See where it says 5454?
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Post » Mon Feb 13, 2017 12:10 am

newt wrote:See where it says 5454?

Yeh it turns out the object count was slightly too high. I reduced it to 5000 and it runs at 60fps :)
- Head of Tall Story Studios.

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Post » Mon Feb 13, 2017 12:11 am

I originally didnt think that would be the issue though as I thought that would come under draw count
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Post » Mon Feb 13, 2017 12:23 pm

Most common causes are listed in Performance tips.

However if you can spot a big difference like that after making a change, you know it must be the change that caused it. Narrowing down what that is can be tricky, which is why it's important to check regularly.
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Post » Mon Feb 13, 2017 5:34 pm

@Kenthria 5000 objects on screen still being too much I think. Not every PC configuration will do the 60 fps that you have.
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Post » Tue Feb 14, 2017 3:55 pm

GamerGon wrote:@Kenthria 5000 objects on screen still being too much I think. Not every PC configuration will do the 60 fps that you have.

Not all but my PC is far from great. Below average- graphics card with a broken fan, 4gig RAM ( i use a lot of apps and stuff in Chrome when testing too ).
Thankfully too- anything above 30fps is fine for the type of game it is, but I'm fighting to not let it close. No physics, no pathfinding, just tiles that are mostly idle- until interacted with.
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