How many attribute until slowdown?
MarkOnTheIron
Member Posts: 1,447
How many attribute can you create until a game get a considerable slowdown? And how they will impact on load times?
The attributes for my game are growing exponentially, I think they will be around 250/300 on the final version and except for 10 they will all be saved and then loaded on startup.
The attributes for my game are growing exponentially, I think they will be around 250/300 on the final version and except for 10 they will all be saved and then loaded on startup.
Comments
I'm currently testing on a 3G and with 24 levels and 65 attributes of which 62 are saved and loaded. Until now load times are about 5/6 seconds until the spinning wheel appear on the GS logo and about 1/3 seconds (depending on next level complexity) between levels.
I was worried to get longer loading times by adding more and more attributes.
I dont think attributes slow anything down though... at least not enough to notice
Just moving actors. they can really bog down.
After my last game ran so poorly on older units i am now making optimizing all my graphics down to 64dpi and at 8bit pngs
Noticing a huge diff
@TinyMonster: Let me know how saving your images in the 8bit colorspace in PNG format works out for you. I recently went from the standard RGB colorspace (i.e. 16.7mill) to the greyscale color space and it really borked up the GS application when they were assigned to actors. I replaced them with the normal RGB colorspace versions and my problems went away. I launched a thread about this here (if you want to add anything):
http://gamesalad.com/forums/topic.php?id=2724
http://gamesalad.com/wiki/behaviors_reference:save_attribute
http://gamesalad.com/wiki/behaviors_reference:load_attribute