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    Game runs slow

    Hello,

    I've created a mobile game, and I'm having some performance issues. The game slows down often, and the FPS takes a big hit.

    Facts:

    Version: Unreal Engine 4.10.4
    Test phones: Nexus 6p, Galaxy S5
    Plugins: UMG, Paper 2D
    Style: 2.5D platformer

    Now I'm using a UMG HUD called out from the player character BP (only way certain things work, can't change that), and maybe this influences the fps. However on the other hand, it's not even a 3D game. Only using sprites and flipbooks. Now I did build the game on the 2.5D platformer template back in the day, because back then there were no other options. So I was wondering how I could improve on my framerate.

    On the Nexus 6P it runs okay, smooth most times. However, even not so old phones like the Galaxy S5 already display low FPS's.

    #2
    Hi Penhoat,

    Here is a good place to start: https://docs.unrealengine.com/latest...e/Performance/

    Comment


      #3
      Can you provide us with information of your game?

      Right now it's a random guess of what the cause might be. Maybe add some screenshots to give us an idea on what's going on at the moment that there is no lag and moments that there is lag.
      UE4 Jam Entries:
      March 2016
      September 2016
      Epic MegaJam October 2016
      December 2016

      Comment


        #4
        Originally posted by Chris Babcock View Post
        Hi Penhoat,

        Here is a good place to start: https://docs.unrealengine.com/latest...e/Performance/
        I'll take a look at that!
        Originally posted by Amsanity View Post
        Can you provide us with information of your game?

        Right now it's a random guess of what the cause might be. Maybe add some screenshots to give us an idea on what's going on at the moment that there is no lag and moments that there is lag.
        Click image for larger version

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        *the game

        So the HUD is cast out of the player blueprint, which is a UMG widget.

        Click image for larger version

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        *rendering settings
        Attached Files

        Comment


          #5
          I don't think that the widgets are the performance-eater, at least I've never experienced a issue from that so far.

          The issue you describe I've experienced this only when I put the Directional Light in the BP. New phones have no problems (to almost no problems 20-60 FPS), where i.e. on my S4-Mini I play a dia slideshow (~3-4 FPS).

          Looking at the screenshot, I've 2 questions:

          1 (silly) the ground seems like having the sprite being stacked in multiple rows, is this true or just a illusion?
          (not that 100 sprites make 1 floor)

          2 At which resolution are the sprites stored (and what are their sizes)?
          UE4 Jam Entries:
          March 2016
          September 2016
          Epic MegaJam October 2016
          December 2016

          Comment


            #6
            Originally posted by Amsanity View Post
            I don't think that the widgets are the performance-eater, at least I've never experienced a issue from that so far.

            The issue you describe I've experienced this only when I put the Directional Light in the BP. New phones have no problems (to almost no problems 20-60 FPS), where i.e. on my S4-Mini I play a dia slideshow (~3-4 FPS).

            Looking at the screenshot, I've 2 questions:

            1 (silly) the ground seems like having the sprite being stacked in multiple rows, is this true or just a illusion?
            (not that 100 sprites make 1 floor)

            2 At which resolution are the sprites stored (and what are their sizes)?
            I've actually lowered the number of sprites dramatically. for the background. Even though it is a tiny bit better, it didn't help that much

            Comment


              #7
              UPDATE:

              So the problem was the UMG Widget HUD being cast from the mycharacter script. I changed it so that the UMG Widget HUD was being cast from the gamemode, and now it works buttery smooth on phones

              Comment

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