Improving Mobile Game Performance with Basic Optimization Techniques in Unity

Georgios Koulaxidis, S. Xinogalos
{"title":"Improving Mobile Game Performance with Basic Optimization Techniques in Unity","authors":"Georgios Koulaxidis, S. Xinogalos","doi":"10.3390/modelling3020014","DOIUrl":null,"url":null,"abstract":"Creating video games can be a very complex process, which requires taking into account various hardware and software limitations. This process is even more complex for mobile games, which are limited to the resources that their platforms (mobile devices) offer in comparison to game consoles and personal computers. This restriction makes performance one of the top critical requirements, meaning that a videogame should be designed and developed more carefully. In order to reduce the resources that a game uses, there are optimization techniques that can be applied in different stages of the development. For the purposes of this article, we designed and developed a simple shooter videogame, intended for Android mobile devices. The game was developed with the Unity game engine and most of the models were designed with the 3D computer graphics software Blender. Two versions of the game were developed in order to study the differences in performance: one version that applies basic optimization techniques, such as low poly count for the models and the object pooling algorithm for the enemy’s spawn; and one where the aforementioned optimizations were not used. Even though the game is not large in scale, the optimized version achieves a better user experience and needs less resources in order to run smoothly. This means that in larger and more complex video games these optimizations could have a bigger impact on the performance of the final product. To measure how the techniques affected the two versions of the game, the values of frames per second, batches and triangles/polygons were taken under consideration and used as metrics for game performance in terms of CPU usage, rendering (GPU usage) and memory usage.","PeriodicalId":89310,"journal":{"name":"WIT transactions on modelling and simulation","volume":"2 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2022-03-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"WIT transactions on modelling and simulation","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.3390/modelling3020014","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 4

Abstract

Creating video games can be a very complex process, which requires taking into account various hardware and software limitations. This process is even more complex for mobile games, which are limited to the resources that their platforms (mobile devices) offer in comparison to game consoles and personal computers. This restriction makes performance one of the top critical requirements, meaning that a videogame should be designed and developed more carefully. In order to reduce the resources that a game uses, there are optimization techniques that can be applied in different stages of the development. For the purposes of this article, we designed and developed a simple shooter videogame, intended for Android mobile devices. The game was developed with the Unity game engine and most of the models were designed with the 3D computer graphics software Blender. Two versions of the game were developed in order to study the differences in performance: one version that applies basic optimization techniques, such as low poly count for the models and the object pooling algorithm for the enemy’s spawn; and one where the aforementioned optimizations were not used. Even though the game is not large in scale, the optimized version achieves a better user experience and needs less resources in order to run smoothly. This means that in larger and more complex video games these optimizations could have a bigger impact on the performance of the final product. To measure how the techniques affected the two versions of the game, the values of frames per second, batches and triangles/polygons were taken under consideration and used as metrics for game performance in terms of CPU usage, rendering (GPU usage) and memory usage.
在Unity中使用基本优化技术改善手机游戏性能
制作电子游戏是一个非常复杂的过程,需要考虑到各种硬件和软件的限制。对于手机游戏来说,这个过程更加复杂,因为与游戏机和个人电脑相比,手机游戏平台(移动设备)提供的资源有限。这种限制使得性能成为最重要的要求之一,这意味着电子游戏的设计和开发应该更加谨慎。为了减少游戏所使用的资源,我们可以在不同的开发阶段使用一些优化技术。出于本文的目的,我们设计并开发了一款针对Android移动设备的简单射击电子游戏。游戏是用Unity游戏引擎开发的,大部分模型是用3D计算机图形软件Blender设计的。为了研究性能上的差异,我们开发了两个版本的游戏:一个版本应用了基本的优化技术,如模型的低多边形计数和敌人刷出的对象池算法;其中一个没有使用前面提到的优化。尽管游戏规模并不大,但优化后的版本能够获得更好的用户体验,并且需要更少的资源才能顺利运行。这意味着在更大更复杂的电子游戏中,这些优化可能会对最终产品的性能产生更大的影响。为了衡量这些技术如何影响两个版本的游戏,我们考虑了每秒帧数、批量和三角形/多边形的值,并将其作为游戏性能的指标,包括CPU使用、渲染(GPU使用)和内存使用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信