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Questions tagged [memory-efficiency]

A way of organizing and storing information so that it occupies as small an amount of memory as possible while still retaining its full usefulness.

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I'm trying to learn how to use Addressables in Unity to improve memory usage, but there's something I don't understand. I use ...
Ahmed Dyaa's user avatar
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1 answer
148 views

I am trying to efficiently render many 3d game characters: many instances of the same 3d model which can change their positions and z rotations each frame. For reference I'm using OpenGL but this ...
greenlagoon's user avatar
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118 views

I'm creating a simple bullet hell game for Android and I ran into an issue when diagnosing my game using the Memory Profiler where memory usage was increasing after each play-through. I had calls to ...
hoffer's user avatar
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1 answer
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I am trying to understand the flyweight pattern better by trying to optimize memory usage by spawning 10000 copies of an enemy GameObject that I have which has an Animator component, SpriteRenderer ...
mtg's user avatar
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2 votes
1 answer
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I'm trying to write a WGSL structs parser (sort of webgpu-utils thing). In order to better understand the memory layout, I'm using wgsl offset computer as a helper. Having the next struct: ...
Michael Sazonov's user avatar
4 votes
2 answers
3k views

I'm an old coder, but a newbie to Godot. I'm using version 4. I got some unexpected (to me) behavior when I tried this code: ...
Adam Smith's user avatar
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1 answer
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I am making a bullet hell game. Say there are 100 bullets on the screen, and each bullet has a trail effect. Is it more performant to give each GameObject a ParticleSystem, or for each GameObject, ...
Leftover Salad's user avatar
1 vote
1 answer
9k views

I have a simple method that converts RenderTexture data into Texture2D ...
Digvijaysinh Gohil's user avatar
2 votes
1 answer
856 views

I am interested in understanding a bit more behind how OpenGL does its memory management and what are some good practices before I start heavily coding and back myself into a corner. The real question ...
Josh B.'s user avatar
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-1 votes
2 answers
114 views

I'm working on a 3D game engine, currently I load ALL of my 3D modells into the memory when my game starts, but obviusly there will be hundreds of 3D modells, so somehow I should unload them when they ...
user140927's user avatar
4 votes
1 answer
6k views

I'm a bit confused on how to implement an allocator for my game engine. I'm currently trying to implement PhysX for the physics in my game and it requires an implementation of an abstract allocator ...
Sammi3's user avatar
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6 votes
1 answer
1k views

My troubles I've been trying to create a game engine but since I am not well experienced in C++ I am having trouble deciding on how to load new scenes efficiently level by level or just an open world. ...
user avatar
8 votes
1 answer
2k views

I know for shaders, floats should be used because they are the optimal choice for performance. Doubles are slow and use more memory which isn't ideal for shaders. While floats are less accurate and ...
Dan's user avatar
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I'm reading this example of ffmpeg hardware decoding: https://github.com/FFmpeg/FFmpeg/blob/release/4.2/doc/examples/hw_decode.c At line 109 it does this: ...
Poperton's user avatar
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2 answers
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I'm using this piece of code to save renders and I'm saving renders in every frame inside Update(). Code: ...
Maifee Ul Asad's user avatar
1 vote
0 answers
98 views

Problem I need a collection with non-duplicate values minimising memory allocation during access operations. I am prepared to compromise with a slight decrease of performance to make up for the ...
Adunato's user avatar
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1 vote
1 answer
2k views

I'm trying to profile the game using Unity Profiler, I can see in the Hierarchy tab that there's an 18.3 KB correlated to ...
Emad's user avatar
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3 votes
1 answer
3k views

From proper leak protection do I need to delete both of these or will getting rid of one take care of both? Currently I am destroying the script AND the gameobject ...
Jacksonkr's user avatar
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1 vote
1 answer
629 views

My Players experience crashes on older computers when they enter a scene with a lots of 3d models. Is there anything I can do to avoid this, except deleting those models from the scene?
OC_RaizW's user avatar
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1 vote
1 answer
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Manager script(simple script attached to an empty GameObject on scene) on Start() instantiates 1000 default cubes with rigidbody component added and gravity check ticked. ...
metamorphling's user avatar
3 votes
0 answers
221 views

I have a ready-to-launch application, cleaning everything right now. I have these strange spikes on Mesh Memory. The best part of it is that this view below is ...
Jacob's user avatar
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1 vote
1 answer
1k views

I want to create a custom allocator that stores objects to the heap sequentially. The allocator itself is very simple. It just allocates a big chunk of memory and moves an offset as ...
k_kaz's user avatar
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30 votes
2 answers
6k views

I'm just starting to learn about path-finding and have been looking into the A* algorithm and my main concern is that it all of the examples I have seen show static obstacles that it computes around. ...
Ethan The Brave's user avatar
24 votes
1 answer
6k views

I have read about this pattern several times (from a best-practices perspective): Memory Allocation: Instead of instantiating the new object on the fly, always consider creating and using object ...
Muhammad Faizan Khan's user avatar
0 votes
1 answer
536 views

What is more efficient in Unity recorded animation or Slerp/Lerp? What will be faster? It is obvious that the animation will take a lot more space.
hellomates's user avatar