7 Optimization Tips to 10X your Game Performance

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  • Опубліковано 5 січ 2025

КОМЕНТАРІ • 60

  • @Yogoda127
    @Yogoda127 4 місяці тому +53

    For 3D:
    - Split big geometry objects into large chunks so only visible chunks are drawn, the rest is automatically culled by the engine.
    - Use level of detail (LOD) for objects with a lot of geometry
    - Deactivate enemies that are far away from the player with process_mode = Node.PROCESS_MODE_DISABLED

    • @The_BlackGoose
      @The_BlackGoose 2 місяці тому

      And 2D ? you have some tips ?

    • @Yogoda127
      @Yogoda127 2 місяці тому +1

      @@The_BlackGoose Sorry, I only do 3D 😁

    • @zacharykirby7543
      @zacharykirby7543 Місяць тому

      What have you found to be the best way to determine if the enemy is far away from the player? Constantly subtracting global positions? In area 3D that follows the player?

    • @Yogoda127
      @Yogoda127 Місяць тому

      ​@@zacharykirby7543 Maybe using the physics engine could work, but I calculate the distance to the player with Vector3.distance_squared_to, not each frame but each second or so. You can even make the script run in a parallel thread with the node thread group options.

    • @ViktorExp
      @ViktorExp Місяць тому

      Подскажите пожалуйста как генерить lod-ы для геометрии из obj файлов?

  • @fragileglass9622
    @fragileglass9622 4 місяці тому +19

    Even as a seasoned developer. Always room to grow. I had no idea about the visibility onscreen notifier. Thank you for unearthing that little gem for me.

  • @Csf91
    @Csf91 4 місяці тому +44

    Try to cache objects and enemies that spawn into memory to re-use the memory space instead of creating and destroying objects, too.

    • @SSukram_
      @SSukram_ 4 місяці тому +3

      How would you do this?

    • @hk_asa0pvp
      @hk_asa0pvp 4 місяці тому +4

      @@SSukram_ it would be like hiding a node with visible = false and later visible = true.
      rather than instancing and adding then freeing it i guess correct me if I'm wrong.

    • @igorthelight
      @igorthelight 4 місяці тому

      @@SSukram_ Google "object pooling in Godot/Unity/Unreal Engine"

    • @rremnar
      @rremnar 3 місяці тому +2

      @@hk_asa0pvp I've heard of doing this for bullet hell games. That you don't want to free and rebuild bullets, but reuse the ones that were made. Though this does cause hitching. So you may need to preload these on scene load.

  • @mr.hi_vevo414
    @mr.hi_vevo414 4 місяці тому +9

    Your video is incredibly high quality, with concise and easy to understand content, great examples, no annoying intro or outro, and animations, BUT it's really held back by your mic quality. People often click off of videos immediately after hearing videos with bad mic quality, but thankfully that's one of the easiest things to fix, so long as cost isn't an issue. It's much harder to fix writing quality than mic quality.
    You deserve far more views, so I hope you can get there soon! Keep up the good work

  • @DestusG
    @DestusG 4 місяці тому +28

    I saw our game 😅

  • @moonstonewarlock
    @moonstonewarlock 3 місяці тому

    Great video! Thanks! 😎

  • @iLgaming334
    @iLgaming334 2 місяці тому +1

    Good work out there, soldier

  • @TaianRmos
    @TaianRmos Місяць тому

    Quick and effective, and I’ve learned new things ! Thanks dude

  • @jammjumble9928
    @jammjumble9928 4 місяці тому +2

    really nice tips!

  • @FruitZeus
    @FruitZeus 4 місяці тому +2

    I saw there’s also a visibility occluder 3D node. How is this different than regular occlusion culling?

  • @TheEshanDas
    @TheEshanDas 4 місяці тому +1

    These are very good tips atleast for a beginner like me. Amazing work

  • @slavcabbage2619
    @slavcabbage2619 4 місяці тому +2

    Really nice tips I will definitely be using these

  • @thehansboi
    @thehansboi 4 місяці тому +14

    why is tip #3 so quiet lmao, rest of the video felt like i was listening to someone underwater lol

  • @ClokworkGremlin
    @ClokworkGremlin 4 місяці тому +3

    You should really be using type hinting whenever possible (that's "always") in Godot. For basically the reasons listed. Static typing is one of the most powerful tools in a programmer's tool belt for preventing runtime bugs.

  • @MyyLegggg
    @MyyLegggg 4 місяці тому +3

    Improve your mic quality and add quiet music in the background. Will make this more watchable, however, in terms of content: Good stuff, very useful

  • @rremnar
    @rremnar 3 місяці тому +1

    A few other things that should be optimized is animations and shaders. Animations, if not required to keep runnin for game specific purposes, can be stopped client side, when it is out of view. Shaders shouldn't be calculated when out of view. I think that is why some games cause the GPU to be very hot, because they are all being calculated for the whole scene.

  • @iotbicho
    @iotbicho 25 днів тому

    very nice, but i need to implement these on my own graphics engine :)
    for now i have static redering and dynamic rendering, it's to hard to implement everything a keep the project with a good struct, i applied the adapter pattern to my GUI, using a buffered image for static rendering, then for the dynamic camara rendering i am getting stuck ...

  • @acapmdnor3046
    @acapmdnor3046 Місяць тому

    is the black dude in yellow from tinto brass movie?

  • @HansMilling
    @HansMilling 4 місяці тому +5

    Remember that disabling VSYNC makes your game very power hungry, so it’s a big no no on steamdeck, phones and other battery powered devices.

    • @Gnidel
      @Gnidel 4 місяці тому +1

      Just leave it up to user whenever to use it or not.

    • @ObsydianX
      @ObsydianX 3 місяці тому +2

      Yeah, I have to use VSync when testing my game or it’ll run at 300+ FPS and turn my fans into launch thrusters.

    • @lenoirx
      @lenoirx 18 днів тому

      @@ObsydianX Clean your pc

  • @Flux0_0-u2d
    @Flux0_0-u2d 4 місяці тому +4

    You can use godot physics server

  • @jamesodonnell4771
    @jamesodonnell4771 14 днів тому

    baked lighting ⛔
    baked lightning ✅

  • @SamFX
    @SamFX 4 місяці тому

    Very good tips

  • @mystiogan5891
    @mystiogan5891 4 місяці тому

    when making a 3d game, Lod or level of detail can help a lot. by making your own low poly models or with an i engine setting i believe, but i'm not sure.

  • @eobet
    @eobet 2 місяці тому

    Visibility notifier? Godot doesn’t have frustrum culling by default?

    • @rodolfolorote9059
      @rodolfolorote9059 Місяць тому +2

      It has, ignore this tip. You dont need it in 4.x anymore

  • @hokokotokokoto7082
    @hokokotokokoto7082 4 місяці тому

    static typing over dynamic typing i see how it could boost perf in editor but does it make a difference once you export the game ?

    • @kleinesmaddy
      @kleinesmaddy 4 місяці тому +1

      Static typing does not improve performance in any way because the primary purpose of static typing is to catch type errors at compile time, not to optimize runtime execution.

    • @thisisgod2639
      @thisisgod2639 4 місяці тому +2

      ​@@kleinesmaddy Actually no. Static typing sets the exact bytecode in the binary file to be read by the engine instead of interpreting and producing it during runtime. This can save some, for example, in a for loop like this:
      for i in range(100):
      var v := foo(i)
      The engine won't have to guess v's type every time that line executes because it's already predefined

    • @kleinesmaddy
      @kleinesmaddy 4 місяці тому

      @@thisisgod2639 While I appreciate your perspective, I believe there's a misunderstanding regarding the role of static typing in performance optimization.
      As I mentioned earlier, the primary purpose of static typing is to catch type errors at compile time, not to optimize runtime execution.
      To elaborate, static typing allows the compiler to know the types of variables at compile time, which can help catch errors early.
      However, when it comes to the performance of the final exported game, the impact is minimal. Once the game is exported, the code is compiled into bytecode or machine code, where types are already fixed, regardless of whether static or dynamic typing was used.
      In your example with the for loop, while it's true that the engine doesn't need to determine the type of v at runtime in a statically typed environment, this difference is negligible in the context of an exported game.
      The performance gains, if any, would be very minimal and are generally overshadowed by the optimizations done during the compilation process.
      In summary, static typing primarily helps with compile-time error checking, not with runtime performance optimization, especially after the game has been exported.

    • @kleinesmaddy
      @kleinesmaddy 4 місяці тому

      @@thisisgod2639 While I appreciate your perspective, I believe there's a misunderstanding regarding the role of static typing in performance optimization. As I mentioned earlier, the primary purpose of static typing is to catch type errors at compile time, not to optimize runtime execution.
      To elaborate, static typing allows the compiler to know the types of variables at compile time, which can help catch errors early. However, when it comes to the performance of the final exported game, the impact is minimal. Once the game is exported, the code is compiled into bytecode or machine code, where types are already fixed, regardless of whether static or dynamic typing was used.
      In your example with the for loop, while it's true that the engine doesn't need to determine the type of v at runtime in a statically typed environment, this difference is negligible in the context of an exported game. The performance gains, if any, would be very minimal and are generally overshadowed by the optimizations done during the compilation process.
      In summary, static typing primarily helps with compile-time error checking, not with runtime performance optimization, especially after the game has been exported.

    • @kleinesmaddy
      @kleinesmaddy 4 місяці тому +1

      I believe there's a misunderstanding regarding the role of static typing in performance optimization. As I mentioned earlier, the primary purpose of static typing is to catch type errors at compile time, not to optimize runtime execution.
      To elaborate, static typing allows the compiler to know the types of variables at compile time, which can help catch errors early. However, when it comes to the performance of the final exported game, the impact is minimal. Once the game is exported, the code is compiled into bytecode or machine code, where types are already fixed, regardless of whether static or dynamic typing was used.
      In your example with the for loop, while it's true that the engine doesn't need to determine the type of v at runtime in a statically typed environment, this difference is negligible in the context of an exported game. The performance gains, if any, would be very minimal and are generally overshadowed by the optimizations done during the compilation process.
      In summary, static typing primarily helps with compile-time error checking, not with runtime performance optimization, especially after the game has been exported.
      P.S. Just because my comment keeps getting deleted doesn’t make a false statement true. ;-)

  • @grimreaper8581
    @grimreaper8581 4 місяці тому +1

    I didn't watch the video yet but very cool keep going

  • @davidkurosaki8457
    @davidkurosaki8457 4 місяці тому

    Can you help me with this mechanic in a video it's for a farm game
    One has 4 gardens before planting you must put the fertilizer and then the plant, and to start generating points or grow, you have to put water, for example in 3 hours that plant produces 1000 points but it must be watered every 1 hour, because the soil dries while it is dry it does not generate points the points freeze but the hours continue advancing, then in the end instead of 1000 points you will have less example 300. Please could you make a video please
    Of course one would buy with those same points the fertilizer the plant, among other things

  • @andrekoscianski
    @andrekoscianski 4 місяці тому

    👍

  • @iotbicho
    @iotbicho 25 днів тому

    it's called refactoring not cleaning, but ok

  • @jonpatchmodular
    @jonpatchmodular 3 місяці тому

    Ahhahah yes 54fps... I think you dropped the decimal point there... T_T help

  • @MoiCestVinci
    @MoiCestVinci 3 місяці тому

    Now it's a WokeDot engine can we use a fork, maybe Redot game engine.

  • @charlieking7600
    @charlieking7600 4 місяці тому +2

    So you're retelling official documentation. Nothing new at all.

    • @SSukram_
      @SSukram_ 4 місяці тому +7

      There is something new, a video with visuals, that explains each point in a clear and concise way. Literally all educational stuff online is based on existing research and documentation etc. Just because you are a godot veteran doesn't mean everybody is, some people out there don't read the docs in their spare time

    • @bojaidin
      @bojaidin 4 місяці тому +6

      Who cares? Some people learn better by watching/listening to videos than they do just reading

    • @SSukram_
      @SSukram_ 4 місяці тому +6

      @@charlieking7600 also some people have vision impairments or things like dyslexia, which may make it hard to read

    • @바오-c3p
      @바오-c3p 3 місяці тому +1

      ?? Then is there anything he can tell if it's not included in documentation?