Update #6: Optimization pass
[p]Thank you a lot for being patient and giving me time and trust to sort it out![/p][p][/p][p]All your reports in Discussions and Discord helped a lot to narrow down the main issues with CPU performance.[/p][p]it was animations! [/p]
[/p][p]To explain briefly what you see:[/p]
If you want to know more technical details about it, Matthew Lake made an outstanding presentation:
https://www.youtube.com/watch?v=N_suMyUuork[/p][p] [/p][p][/p][h2]Character Memory Trace[/h2][p][/p][p]A lot of unnecessary garbage accumulated during development (that's indie development) was removed from the Character.[/p][p][/p][p]
[/p][p]To explain briefly what you see:[/p]
[/p][p][/p][p][/p][p][/p][p][/p]
- [p]Animation code significantly optimized using "Fast Path" technology.[/p]
- [p]Characters memory trace significantly reduced.[/p]
- [p]Game now supports approximately twice more AIs at the same time than before (!).[/p]
- [p]Adjusting GPU settings will now have much bigger impact on frames per second.[/p]
- [p]Temporal AA was adjusted to have less ghosting for moving characters.
[/p] - [p]Bonus: Tank Prototype and AI spawners are now available in the Demo too.[/p]
[p]Game performance can be limited either by GPU or by CPU.[/p][p]Debug output "Game" is responsible for CPU performance.[/p][p][/p][p]You can see that CPU performance was doubled on the level YARD.[/p][p][/p][p]That makes game butter-smooth on high end configurations and a lot more flexible for mid-range and low-end configurations.[/p][p]For example, I finally can play forward_shading build on my Surface Pro 7 from 2019 on 20 fps.[/p][p]Important Note:[/p]
[p]Game might be playable on Steam Deck as well (!)[/p][p]I don't have it (yet) to verify, and will make an additional pass on my side as soon as I buy it.[/p][p][/p][p]All this beauty was achieved by significantly reducing animation time using "Fast Path" technology.[/p][p]
If you want to know more technical details about it, Matthew Lake made an outstanding presentation:
https://www.youtube.com/watch?v=N_suMyUuork[/p][p] [/p][p][/p][h2]Character Memory Trace[/h2][p][/p][p]A lot of unnecessary garbage accumulated during development (that's indie development) was removed from the Character.[/p][p][/p][p]
[p]This is character memory trace.[/p][p]It represents all objects which are referenced by characters.[/p][p]Main goal is to make characters more lightweight in the memory by removing unjustified references.[/p][p]There is still a way to go, but the most blatant issues were mitigated, including classic curse of all modern marketplace assets (and even a meme at this stage) - 16mb cubemap in the Character's eyes reflection. [/p][p][/p][h2]Conclusion[/h2][p]I expect a lot less limitations in the level editor for the character count.[/p][p]Maps with 80 characters are now real for high end configurations.[/p][p]We are getting closer and closer to Steam Deck and Multiplayer builds.[/p][p]With less and less technical debt left, I have no other options apart from start adding more content and can't procrastinate ;)[/p][p]Next person to receive a gift key is Barba-Q for map Liberation which helped a lot in this optimization track (there is still a work for me to do to make this map work due to how massive it is).[/p][p][/p][p]As usual thank you a lot for reading this far.[/p][p][/p][p]Try the game yourself and tell me how it changed for you in Discussions or on Discord.[/p][p]Hope this article was educational and entertaining.[/p][p][/p][p]Stay safe![/p][p][/p][p]Always yours,[/p][p]Demetri[/p][p][/p][p]
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