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Running really badly.

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shinodan:
I was giving a bash at porting moonman to my phone, HTC EVO 3D, not that bad a phone.
but it runs really badly and i can only really think of it being too many fsm's over the graphics.
can anyone tell me where to start with making this run better? with 3d i would probably drop the polygons and draw distance ect, but this is only sprites, grrrr.

Alex Chouls:
One thing that kills performance on some android devices is per-pixel lighting (controlled in Quality settings). Maybe try decreasing the Quality setting all the way to eliminate graphics as the bottleneck.

If that doesn't help, I'll take a look at your project if you email it to me...

Damian:

--- Quote from: shinodan on December 10, 2012, 06:12:00 AM ---I was giving a bash at porting moonman to my phone, HTC EVO 3D, not that bad a phone.
but it runs really badly and i can only really think of it being too many fsm's over the graphics.
can anyone tell me where to start with making this run better? with 3d i would probably drop the polygons and draw distance ect, but this is only sprites, grrrr.

--- End quote ---

There is a lot of things that can slow down a phone.
Most of the time its graphic. Reduce them as much you can. Also look at the shaders you are using.
Also if you use particle effects you can reduce them.
Sounds is also a area you need to look at.
If you use scripts, beside playmaker you should look at them to, so they do not use the cpu/gpu to much.
Also look at the FSM so there is not anyone that is looping a lot. they can slow down the phone very fast.

Beside that its hard to tell what to look at.

Sjones:
the two main things that I have noticed thus far for performance issues is draw calls, combine your meshes to save draw calls, or even better yet and is more efficient all around as it will not render offscreen geometry is to use batching.

secondly, with about 60 ish FSM's running per frame I noticed a sharp decrease in performance on my sony experia S, they wernt complex at all, needless to say that these where leftover FSM's I didnt need and deleted/disabled them once I finished with them, and the Xperia S is now just under top performance phone along with the galaxy S2 (only a few beat it like the S3 and phones with the built in nVidia tegra chips) so this came as a little surprise as there wasn't much going on.

I havnt worked too much with ausio and sound so not sure on that front

and can agree with shaders, these will be handled by the gpu, large maps with pixle shaders will multiply the time it takes to render.

best way to see if it is the shaders is to lower the resolution of the textures (again in the quality settings this can be done) and see if you get a large performance increase, this is the easiest way, failing this go change your shaders to something like mobile diffuse and re-test.

but if you havnt done any work with draw calls then my guess is that this will be your killer atm.

shinodan:
Okay so ive managed to get rid of about 150fsm's (obviously the reason for bad performance)
And i still am trying to figure out how to get rid of the rest of them, instead of having an fsm attached to each object im making 1 fsm that responds to tagged triggers globally.

This has increased performance a great deal, but its still not fit for mobile.

thanks for the input guys!

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