Optimization and Challenges
Optimization and Challenges: Polishing "Find The Killer" for Best Performance
Today, I want to share my development journey and the optimization process behind my latest game, "Find The Killer," available here on itch.io. From the very beginning of this project, I've been dedicated to delivering the best possible gaming experience, and optimization has been a crucial part of achieving that goal.
After numerous iterations and modifications, I am proud to say that I have successfully polished the optimization, although I acknowledge that there is still room for improvement. Throughout my development process, I encountered a significant challenge: a bottleneck between the processor and the graphics card, primarily caused by a high number of Draw Calls and Batches.
To address this issue, I made the decision to combine the meshes of each scene, resulting in a substantial reduction in the number of Draw Calls and Batches. Although "Find The Killer" features a low-poly art style, I was surprised to discover that there were over one million polygons in the scenes. Unfortunately, due to the fixed camera perspective, I was unable to implement different levels of detail (LOD) across all the scenes, except for the main menu scene, where players enjoy an exhilarating balloon ride.
It is worth noting that adding more levels of detail would have increased the game's overall load by introducing three times the number of models in each scene. As always, each optimization presented its unique challenges and required tailored solutions. I had to make difficult decisions, such as reducing the number of visual elements, like the adorable floating balloons, to enhance the game's overall performance.
Additionally, in the code segment responsible for detecting clicks on characters, I had to remove unnecessary updates. I discovered that an excessive NavMesh also had a negative impact on performance, leading me to strike a balance between the number of characters and the game's resource utilization. Who would have thought that clicking on lovable characters as they run through the scene could pose such a challenge?
Fortunately, with patience and perseverance, I managed to find solutions for each of these challenges. Each step taken toward optimization brought me closer to my goal of providing a smooth and immersive gaming experience. I learned valuable lessons about performance, resource management, and the significance of optimization in game development.
As I continue on my development journey, I remain committed to further improving the optimization of "Find The Killer." I am excited to keep learning and applying new techniques to deliver an exceptional gaming experience.
Thank you all for your support and for joining me on this exciting adventure of development and optimization!
Keep playing and enjoy the world we have created together!
Pedro Delgado (pedroldi)
Get Find The Killer - Demo
Find The Killer - Demo
Find the hidden assassins among the crowd in vibrant scenarios and test your observation skills!
Status | In development |
Author | pedroldi |
Genre | Adventure |
Tags | Casual, Clicker, Game Design, Isometric, Low-poly, party-game, Point & Click |
Languages | English |
More posts
- Art Style Inspired by Where's WaldoAug 05, 2023
- Devlog #1 Find The Killer - demoJul 09, 2023
- Find the killer - A Where's Wally inspirated gameJul 08, 2023
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