Why doth "Other Memory" be bane of my existence?
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I am working on a game, and as of now this is the setup
I have a BG image that is a blue gradient
then I have 3 cloud layers for parallax scrolling, set to screen. (there are 2 of each image, so that when one goes off screen the other appears, etc.) Each image is 480x320
so, that's 7 layers
then there is a 32x64 actor (player) that has no image, just color.
And 3 enemy actors, from 32x32 to 64x64, that spawn and destroy randomly over time.
In Viewer (on simulated iPhone), My performance is:
fps:18-20
images: 3.5mb
sound: 0
Game engine: 3.9 mb
Other 43.1 mb
total:50.5mb
I've had problems in the past with the other memory. In fact I once did a test where I created a blank game, ran it through Viewer, and still got a 40+mb reading for Other Memory.
I'm really hoping that the Scrolling cloud images aren't too much for GS, because it looks really good, and needs the 3 layers to look that good. In fact, I'm looking to add 1-2 more layers on top periodically to enhance the effect even more.
any way to get my FPS up a lot (at least to 30)??
And does anyone else have a similar problem with GS Viewer and the "Other" Memory??
I have a BG image that is a blue gradient
then I have 3 cloud layers for parallax scrolling, set to screen. (there are 2 of each image, so that when one goes off screen the other appears, etc.) Each image is 480x320
so, that's 7 layers
then there is a 32x64 actor (player) that has no image, just color.
And 3 enemy actors, from 32x32 to 64x64, that spawn and destroy randomly over time.
In Viewer (on simulated iPhone), My performance is:
fps:18-20
images: 3.5mb
sound: 0
Game engine: 3.9 mb
Other 43.1 mb
total:50.5mb
I've had problems in the past with the other memory. In fact I once did a test where I created a blank game, ran it through Viewer, and still got a 40+mb reading for Other Memory.
I'm really hoping that the Scrolling cloud images aren't too much for GS, because it looks really good, and needs the 3 layers to look that good. In fact, I'm looking to add 1-2 more layers on top periodically to enhance the effect even more.
any way to get my FPS up a lot (at least to 30)??
And does anyone else have a similar problem with GS Viewer and the "Other" Memory??
Comments
In my next game (for iPad) I spawn 50 actors. Each one spawns particles. Reducing the amount of particles spawned by just 1 for each actor made a huge difference.
I'd make a copy of your project, and start taking things out, laborious as it might sound, to ascertain what it is that's causing you these problems. Then you'll have a better idea of how to deal with it!
Hope that helps!
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
1: Deleted all Spawn actors and player actors (so only scrolling BG images)
FPS - 10
Images - 3.5mb
Sound - 0
Game Engine - 3.5 mb
Other - 40.8
total - 47.8mb
2: Set all Cloud images to normal instead of screen
FPS - 10
Images - 3.5mb
Sound - 0
Game Engine - 3.5 mb
Other - 41.7
total - 48.7mb
3: Deleted EVERYTHING
FPS - 60
Images - 0
Sound - 0
Game Engine - 3.5 mb
Other - 44.9
total - 48.4mb
So.... I have a problem... That I don't know how to solve.
More useful perhaps:
Are all your graphics power of 2?
How big are they in relation to your actors? (i.e. is your cloud graphic 512x512 while your actual cloud is 64x64 for example?)
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
my plan was to set all my images for a 320x480 game, then set resolution independence on so that the game would be half resolution for all devices (320x480 for 640x960 devices, and 160x240 for 320x480 devices)
1: The cloud images are fractal noise with filter effects designed to look like actual clouds, so making individual small clouds doesn't have the same effect, because it wouldn't have quite the same organic fluid look. I understand there are limits to GS, and making the images smaller will certainly help memory in any case, but I don't want to give up my targeted look. Heck, if I had my way, they would all animate!
2: The most important thing to note that despite the sizes of my images, I'm still having memory usage. When you look at the numbers I posted, there is just something not right. When I had the moving clouds active, I had a memory reading of 47.8mb. But when I deleted everything from the game, images and actors alike, I had a reading of 48.4mb.
So I will work on finding a way to make my cloud images look good using smaller individual images, but that still leaves me a problem with memory usage.
hence.. "Other Memory" is the bane of my game developer existence.
Also the simulator will give different performance (play smoothly or choppy) depending on which OS you select it to simulate. Try them all and you'll see.
so is this difference in choppy-ness in each OS strictly a simulator thing, or is it like that for actual devices as well. Im at the beginning stages with this game, and there is so much that I want going on the screen at once that I worry about performance issues a lot.
Looks like i'll be searching ebay for a new device. I think I may try to create my cloud layers at half the current res (which would be a fourth of full res) and see how the stretching looks.
Thanks a lot you guys.
But while I have you here, and we're sort of talking about parallax scrolling, my cloud layers appear to be separated by one pixel, which they shouldn't be. they are 480 tall, and positioned at y240 and y-240. As far as my brain and math go, they should be touching. So if they move at the same speed and recycle, I shouldn't see an empty space. Any thoughts?
This frees the cached "Other memory" that is a bug in the latest viewers.
About the momory usage.... Gs please Fix this! We can create games with to much details or to much things in on scene because of memory!