Huge optimization and project announcement


So the last two weeks we had to pause Chroman for a bit, as we had to work on another project for our class. But from this week on we can continue development and I think in two weeks we have to present a beta, so the main game with 3 levels should be complete by then, but that doesn't mean we will stop development after that. We plan to continue working on this project and perfecting it, as we wish to make this a high quality project.

As an example, one of the things I had been working on before we started working on the other project is optimization. I thought to myself: This is a really simple-graphics game, and althought there is an environment with multiple elements and things happening, there is no reason for this game to be performance expensive! And I figured most of the things that prevented this game to run very smoothly were avoidable things about the way I get and modified information in code. Mostly about processes done by Unity which take a lot of time and generate a lot of GC. So I spent a lot of time looking at the profiler and cleaning up a lot of operations and suspenging every process that isn't necessary at that specific moment, so most of the objects in the scene don't do practically anything while they are far from the camera. Also, I sliced the instancing of the map when saving into 4 frames, this way the game doesn't have to lag for a 100ms frame, which is pretty bad.

Finally, I got to an average 1KB GC, and without VSync the game run at a smooth and beautiful 1ms GPU, 1ms CPU 1000 fps average (on the build) I even managed to run at I think +200 fps on the editor doing deep profile, which felt amazing.

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