performance

  1. E

    Performance Issues

    Hi everyone! Over the past few days, I've been doing a lot of investigation into my game's performance, specifically with regard to keeping a steady 60 fps. The debugger & profiler have been pretty helpful, but I have a few questions about some problems I've been having. How much are memory...
  2. AllCrimes

    Performance testing (Including structs)

    I put together another performance test for my own sanity. DISCLAIMER: There's no perfect way to test structs (that I can think of) without using the variable_struct_get and variable_struct_set from within the for loop and the performance hit of these as opposed to dot notation is unknown. This...
  3. MartinK12

    GML Checking logical statements vs calculating variables – performance wise?

    I heard somewhere that logical statements like if take more time to process then calculating variables so I wonder if I should leave all variable calculations alone or put them inside if statements. For some basic example in step event - is the first way faster then the second? Is it even worth...
  4. Fluury

    GMS 2 Bizarre performance decreasing, random-number related Issue

    I had posted a thread earlier about my issues, but unfortunately to no avail. Given there was a lot of information to write, I just put it in a video. The gist is that as it appears, in some context, using random number generation just seems to cause some internal, permanent (until you close...
  5. Fluury

    Performance decreases the more levels are generated/the longer the game is played, but it isn't a memory leak/ or instance count.

    Heya. The project I am working on uses procedural generation to generate it's levels. In said levels, NPCs and everything spawn. After the level is done, we wipe the current level setup, and create a new one over it. Sounds simple enough - this isn't a new concept. The problem I am running...
  6. Pretorg

    SOLVED Tiled background size and performance

    I have been using in my project 4 600x600 backgrounds tiled (as they are smaller than the room), the first is just a solid colour, the other backgrounds have some scattered sprites. I am implementing random events on the game and one of them requires a different background which is a radioactive...
  7. T

    GMS 2 Question about deactivating instances out of camera view

    So, I understand that to improve game performance, it is a good idea to deactivate any instances outside of the camera view (plus some offset), so that the game does not need to work out the code for all these instances every single frame. My question is, besides regular objects, do I need to...
  8. F

    Cutscene Performance: Sprites versus Layer Changes

    My game performs fine but I see value in learning optimization now for future application. I have some segments of the game which are simple animated scenes that react to very limited inputs (space to start, space to stop... that sort of thing) and so far I have been building them like old...
  9. Mert

    Asset - Extension Firebase Performance Monitoring - FREE/Open Source

    Completely FREE & Open Source. Enjoy :) Enjoy :) Documentation & For More Questions On Marketplace I share this extension on different platforms, on reddit etc. If you have any questions, please try to post them on the blog as it is easier for me to keep track of questions. I'd be happy to...
  10. DeadBot

    Textures pages and game load time

    [Solved] I have a question regarding a games load time. I read in the documentation that in the Windows platform all texture pages are loaded into memory. If these texture pages are 4096 x 4096 and there are more than 100 in total, will this impact the games startup speed? If so I would assume...
  11. jackrucel

    Legacy GM Is there a problem in have 50 sprites instead of 1 sprite with 50 sub images?

    Hi guys,I was wondering what is the consequence of having 50 sprites instead of one sprite with 50 sub images,I find that using a lot of sprites in some occasion makes the code way more readable, but what are the consequences of doing this?dos the compiler become slower?dos the game become more...
  12. S

    Sprite Swapping For Enemies VS Individual Objects

    I’m designing a platform game that will have different enemies depending on level/room and I was interested in whether just changing an object’s sprites based on the level/room was a potential way to go? For example: Each level/room would have an enemy that crawls back and forth along a platform...
  13. cheezy_squeezy

    Windows Consistent extreme lag on startup of any project - then running fine?

    I've been dealing with this problem on my desktop for a fair while now with any of my projects made in GMS2. Literally every single time I run a project the first second or so is fine and then there is extreme lag almost to the point of freezing, then a few seconds later the game runs fine? It's...
  14. c023-DeV

    Windows Using same tile-atlas on different layers (Performance Question)

    Hey, I have all my wall-tiles mapped out on one sheet (512px x 512px) for convenience and mixing. If I create multiple layers with the same tile-texture, will these layers also multiply the texture in memory or do they always refer to the same chunk in memory?
  15. valryon

    HTML5 Performances and issues with HTML5 export

    Hello! I'm doing a little DOOM demake for fun as a 2D run'n'gun game and I'm learning GameMaker Studio 2 with it. As this is a fun and unfinishable project I want to have a web playable version but I'm encountering several issues with the HTML5 export. The game is actually playable here, I'm...
  16. Gillen82

    GMS 2 Performance Drop Full Screen [Solved]

    Hi guys, Any reasons you can think off as to why I am losing performance after going to Full Screen? There isn't much in my game as far as objects are concerned (player, camera, surface, solids) I have tried eliminating causes e.g. loading without surface layer, but still the same result...
  17. Guitarmike

    Background art

    I'm working on a platformer and have some pretty big objects (400px or so) that scroll by from time to time. There is no user interaction with them. Am I correct that even though they are large, it is still better to put them all on a sprite sheet and bring them in as a tileset - as opposed to...
  18. inertias

    Fps lowering with only one light

    Hey everyone, so I was looking at this tutorial to make a lighting system: I got it working, but am having an issue with the fps dropping dramatically. Only spawning one light cuts my fps in half (60 down to 30). Here is the code: 2 objects, 1 called obj_surface_light and obj_lightsource in...
  19. Wile94

    GMS 1.4 - Some questions for experienced GML programmers (Platformers)

    Hello, first of all I'm not an english native speaker so I apologize in advance if something doesn't make sense. Lately I'm being pretty much concerned about how to manage performance in GM because I'm making a pretty big fighting/action/roguelike platformer pixel art project: I'm still...
  20. K

    GML Fullscreen/high res window drops the fps

    Hi everyone, I'm having a huge trouble with performance, apparently the Framerate of my game goes down a lot just for setting the game in a high resolution. I first thougth it was how the resizes work, but then I re-make the code so it just resize the window and not the game surface, gui, view...
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