cocos2d particle performance - iphone

I am using particles for an iphone application using cocos2d. The framerate drops as the particles are shown. What is the best way to clean these up as not to affect performance?

I using too many particles that was taking up too much memory. I changed the way I did things.

I've written a tutorial on how to pool and reuse particles. I found that even though I was removing my emitters with cleanup they were still sitting in memory. After pooling the number of active particle systems dropped from 700 after 2 minutes to 34. The tutorial can be found here.

Related

Unity 2d project runs very slow and uses 90+% of CPU

I have a 2d project that started running extremely slow. I've tried to backtrack what I did but I can't remember what exactly happened that caused this, as it was running perfectly at one point. Here's a screenshot of the profiler:
What I've tried:
Updating my GPU to the latest version
Updating Unity to the latest version
Restarting the editor multiple times
Restarting my PC multiple times
Lowered the framerate via custom interaction mode
I'm quite new to Unity, and quite frankly I'm very lost right now. I've been Googling this for hours now. Any help is greatly appreciated.
Screenshot of profile in hierarchy view:
There should be smth with your grid or tile map, try to turn off those components. If fps raises, try to recreate tilemap/grid
1119.19ms is a solid second meaning you get less than 1 FPS.
For 60 FPS, you should not use more than 16,666ms.
Use the Profiler. (Window -> Analysis -> Profiler) it will tell you what takes up time.
Enable the "Stats" in Game View. For pc, Triangles should be below 6 Million and Batches (drawCalls) should be lower than ~4000 preferably. These numbers are purely for reference on high-end CPU and GPU for a 3D Game, but if you have a BIG difference you should look into that (Like 60k Batches or 20M Triangles would be BAD). GPU Instancing can lower DrawCalls. Making all the non-moving things static in your scene will help as well. Re-Use materials as often as you can. But the most important thing: Profile. You need to know your bottleneck.
You can manually boost performance using simple script
void Start()
{
// Make the game run as fast as possible
Application.targetFrameRate = 300;
}

Unity best practices for unloading unused areas of a map

I'm wondering about the best way of reducing my CPU and memory overhead for areas of the game world that do not need to be updated every frame.
I have just started to consider this issue as I'm currently implementing a shadow detection system using Raycasts.
My problem is this:
I can have about 100 lights in my level that on every frame send a Raycast to nearby characters to determine if these characters are in shadows.
My game is a low poly PC game, and I understand the overhead from Raycasting isn't that drastic. So its not a major concern. But I'm still not sure of the best approach to optimising this.
I have been thinking of a few soltions, but am unsure if there is "standard" per say.
1. exit update loop if player is too far away
void Update() {
if (Vector3.Distance(playerPos, transform.position) > someRadius) {
return
}
}
This is the most glaringly obvious solution, with even more obvious concerns.
This update loop will still be hogging CPU cycles , performing 2 calculations on every frame, for every light point.
2. Disable Light gameObjects when the player is too far away
This method is more efficient in terms of CPU overhead, as those will be negated. However I'm still hogging uneccesary memory.
In order to make this solution more scalable I would have to design some kind of "enabler" that keeps track of game objects that should be enabled/disabled based on the player position.
But at this point I know I'm re-inventing the wheel, and feel very sure that there is an industry standard for this.
Is there an alternative to enabling/disabling?
I see a lot of game developers talking about physically unloading areas of their game from memory and writing those areas to disk, when the player is not nearby.
I wonder is this achieved by simply destroying and re-instantiating the objects.
Question
Is Unity opionated about this?
The page here lists an example, similar to my first solution. But they are talking about 100s of thousands of updates per frame here.
Maybe I don't need to worry as much as I think
Thanks!
If you want not render objects, that are not in your camera area, Occlusion culling is what you exactly need. Watch this link:
https://docs.unity3d.com/Manual/OcclusionCulling.html
If You want change how your object looks based on range between camera and your object, You have to use LOD(Level Of Detail). Here is documentation:
https://docs.unity3d.com/Manual/class-LODGroup.html

Best Practice to Increase Frame Per Second for my daydream VR application [duplicate]

I have been building a game for VR using Unity3d. It has only low poly models and the file size is less then 40 mb still the game lags when played on mobile.. Please suggest how to improve the performance..
Thank you in advance..
In order to improve performance in VR for mobile you have to optimize everything as best as you can, you should keep some of these variables in mind:
Graphics Side
- Number of polygons in the scene
- How many source of lighting do you have
Programming Side
- How much work is taking your code, is doing it efficiently?
The programming part can include problems within the physics system, also some logic problems that can probably decrease the overall performance because of higher computation.
My advice is to learn about the Profiler that unity offers, actually you can observe how much work is taking your code and where exactly it is your bottle-neck. This video also can be useful.
Of course a solution could be implement your code following design standards, like design patterns and software architecture (depending on the size of the project).
I hope it can be useful for you!
What I found from developing and launching a vr game is some of the issues below
Number of polygons is usually your first to check even though your models are low poly. For example, I looked at Synty models in the unity store and some of them were over 1k for a bag and 7k for a character model. This seriously reduce the amount of objects you can if you want to target a max of 50000 per eyes.
With some models, you can use blender and the decimate tool to reduce the polygon count pretty easily. From there I would use LOD's to reduce their count further based on distance.
Use occlusion culling (pro version only)
Set your camera distance to maybe a 100 instead of the default
Use mobile shaders and careful using some of the standard shaders as they are expensive. Also transparent shaders will becomes expensive cause overdraw.
Batch your textures and make them static if possible
Don't use dynamic shadows on lighting but instead bake your lights
Try to avoid using physics as this becomes expensive and instead raycast to trigger events or shooting weapons.
Run profiler often and check for any bottlenecks (pro version only)
Reduce the count of Particles effects and their values
Character bones can also cause issue so remove as many as possible
There is also your code to look at as mentioned by Manujamming
Set quality setting to low in the inspector to gain best performance.
Could you provide a screenshot of your game scene?
I hope this makes sense.
Best of luck!

Sprites for iOS devices

I'm trying to do a little research for my next game that I'm planning to make and just wondering if anyone could give me a little direction.
I'd like to use sprites to show animation, characters walking and such so my question is this. What game engine handles sprites the best?
And how many sprites can be shown per second? Say i had a character walking and wanted it to look pretty fluid, might i be able to get 60fps? or is that way way to high?
Last question.. sorry! If a sprite has more colors and complexity, but is the same file size as something simpler would it take more processing power to display the complex one?
thanks!
James.
I would highly recommend cocos2d for sprite animations. It's very easy to pick up if you already know objective-c. And it's great for working with sprites. The animations are very fluid and when your testing your applications in an iOS simulator, it tells you the frames per second in the bottom left hand corner. The frames per second usually runs at about 60. And regarding the sprite file size, I believe if the file size is the same between two sprites then they require the same amount of processing power.
A good engine to use for it's simplicity is the Sparrow engine for sprites, sound and other things. There is no reason you can't get 60fps. As for your last question, it wouldn't make a difference.

iPhone. Particle system performance

I try to draw rain and snow as particle system using Core Graphics.
In simulator rendering proceeded fine but when I run my app on real device rendering is slow down.
So, advise me please approaches to increase particle system drawing performance on iPhone.
May be I should use OpenGL for this or CoreAnimation?
OpenGL would be the lowest level to drop to for the rendering, so should offer the best performance (if done right). CoreAnimation would be close enough if there are not too many particles (the exact figure depends on other factors, but upto about 50 should be ok).
When you say you're using CoreGraphics at the moment do you mean you're redrawing based on a timer? If so then CoreAnimation will definitely help you out - as long as you can seperate out each particle into a view. You could still use CoreGraphics to render the individual particles.
Are you using a physics engine to calculate the positions?
If you are simply drawing a view with Core Graphics, then redrawing it every frame to reflect the movement of the particles, you will see terrible performance (for more, see this answer). You will want to go to OpenGL ES or Core Animation for the particle system animation.
My recommendation would be to look at CAReplicatorLayer, a new Core Animation layer type added in iPhone OS 3.0 and Snow Leopard. I've seen some impressive particle systems created just using this one layer type, without using much code. See the ReplicatorDemo sample application (for the Mac, but the core concepts are the same), or Joe Ricioppo's "To 1e100f And Beyond with CAReplicatorLayer" article.
It's hard to give advice with little to no information about your implementation. One thing that is a major bottleneck on the iPhone from my experience are memory allocations. So if you're allocating new objects for each particle spawned, that would be the first thing you might want to fix. (Allocate a pool of objects and reuse them.)