Performance impact of rendering text.

Discussion and feedback on Construct 2

Post » Sun Apr 27, 2014 6:05 pm

Well, this is disappointing... I changed every text to either an image or sprite fonts, and all the "every tick" to a setter. I made a ton of "performance efficiency" upgrades on my program... and the amazing result; about 3% increase in performance xD
Hopefully slower devices will make it more noticeable.

The game sure looks prettier now, after with the graphics overhaul :D
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Post » Sun Apr 27, 2014 7:17 pm

The cpuutilisation is not a precise measurement, and the debbuger maybe has an overhead for each different object, also at the end, it is by testing on the devices you are targetting (not in preview only) that the result will be clear
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Sun Apr 27, 2014 7:28 pm

Yep, optimisation is often a waste of time. Rely on measurements with the profiler to direct your optimisation efforts, and only do it if necessary.
Scirra Founder
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Post » Sun Apr 27, 2014 8:59 pm

haha, thanks Ashley! I actually had read that when it came out.

I like the program to be as smooth and elegant as possible, i'm all for doing it the best way. I just needed to understand how the inner machinery worked ^^
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Post » Mon Apr 28, 2014 8:14 am

Sargas wrote:Well, this is disappointing... I changed every text to either an image or sprite fonts, and all the "every tick" to a setter. I made a ton of "performance efficiency" upgrades on my program... and the amazing result; about 3% increase in performance xD
Hopefully slower devices will make it more noticeable.

The game sure looks prettier now, after with the graphics overhaul :D


That 3% of your CPU, if its an Intel i5 or i7, is MASSIVE when it comes to mobiles.

I tell you from my own experience, having my games using an average 20% of my i5-3570K will lag older devices with Tegra 3, but if its using 15% of my i5, Tegra 3 devices will hold a 40-50 fps on it, perfectly playable. It's ONLY 5%, but 5% of my i5 is like 25-30% of the total processing power of that quad core Tegra 3.

Optimizations matter when we're dealing with a power constrained platform. Even IF your game is running at 60 fps on newer devices which you target for, optimizing it means the device would run it more efficient and thus generate less heat or consume less battery, something users on mobiles appreciate.

Contrary to Ashley, for mobile development, with HTML5 already losing 50-60% of performance compared to native code, my mantra is to optimize it as much as possible.
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