Search Unity

Question Scaled down real world rpg map optimization

Discussion in '2D' started by DoubleHelixGames, Nov 24, 2022.

  1. DoubleHelixGames

    DoubleHelixGames

    Joined:
    Sep 11, 2022
    Posts:
    2
    I am trying to create a "life simulation" genre game with a scaled down map of earth. It is 2d, top down and uses a rectangular tile set. The main problem is the engine crashing when I use the fill tool, the large areas of tiles being filled quickly uses 100% of RAM capacity. I am also looking to avoid creating any issues in actual gameplay later on in testing (obviously).


    ----------


    Sorry if I missed something important, I am usually bad at writing these and I'm very new to Unity and C# I have honestly been trying all kinds of things to make this crazy idea of a game work, but I finally gave in and posted to answers.
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,745
    Do some math to figure out how many items you're dealing with here count-wise.

    Are these Tilemaps or GameObjects at each cell?

    If it's more than 10,000 or so items, perhaps 100,000 items at a pinch on an EXTREMELY high-performance system, you're gonna have issues.
     
  3. DoubleHelixGames

    DoubleHelixGames

    Joined:
    Sep 11, 2022
    Posts:
    2
    I am using tilemaps here, and I can estimate the cell area to be well over 100 000 tiles.
    I'm also on a low end system with 8Gb of RAM. What should I in order to avoid performance issues? Hopefully excluding splitting the map into several scenes. I like the concept of having the map load in chunks, but I don't know if that would speed up or slow down performance in the end.
     
  4. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,745
    Generally the answer is, "Do as little as humanly possible to pull off the desired effect."

    If you've already blown way past your computer's limits, time to back up and start getting some measurements with smaller datasets. Here is how:

    DO NOT OPTIMIZE "JUST BECAUSE..." If you don't have a problem, DO NOT OPTIMIZE!

    If you DO have a problem, there is only ONE way to find out. Always start by using the profiler:

    Window -> Analysis -> Profiler

    Failure to use the profiler first means you're just guessing, making a mess of your code for no good reason.

    Not only that but performance on platform A will likely be completely different than platform B. Test on the platform(s) that you care about, and test to the extent that it is worth your effort, and no more.

    https://forum.unity.com/threads/is-...ng-square-roots-in-2021.1111063/#post-7148770

    Remember that optimized code is ALWAYS harder to work with and more brittle, making subsequent feature development difficult or impossible, or incurring massive technical debt on future development.

    Notes on optimizing UnityEngine.UI setups:

    https://forum.unity.com/threads/how...form-data-into-an-array.1134520/#post-7289413

    At a minimum you want to clearly understand what performance issues you are having:

    - running too slowly?
    - loading too slowly?
    - using too much runtime memory?
    - final bundle too large?
    - too much network traffic?
    - something else?

    If you are unable to engage the profiler, then your next solution is gross guessing changes, such as "reimport all textures as 32x32 tiny textures" or "replace some complex 3D objects with cubes/capsules" to try and figure out what is bogging you down.

    Each experiment you do may give you intel about what is causing the performance issue that you identified. More importantly let you eliminate candidates for optimization. For instance if you swap out your biggest textures with 32x32 stamps and you STILL have a problem, you may be able to eliminate textures as an issue and move onto something else.

    This sort of speculative optimization assumes you're properly using source control so it takes one click to revert to the way your project was before if there is no improvement, while carefully making notes about what you have tried and more importantly what results it has had.
     
  5. flasker

    flasker

    Joined:
    Aug 5, 2022
    Posts:
    193
    ever played minecraft? split your world into smaller chunks and load and unload as needed. Also be careful, its a grave sin to ask about optimization in dev forums