Optimization of a large project

That is interesting… could it be a object that is loaded from the beginning and since the game start in a level scene already and not the menu scene that object is missing which cause maybe a invisible error, which would be hard to do since the engine is running in strict mode and with typescript to add more enforcement. Run a build and see does it lag in a build if not than it could be a engine problem… I can’t even think of a reason for this, i have to get more familiar with the engine… if i can think of anything which will be unlikely i’ll share it here to a solution. It might be a good ideal to bring this to github… but than again it could be a logic error but from what i read of the report above it could also maybe be a small edge case bug of the engine… regardless keep at it even if you have to back track.

The problem about starting the game with the scene editor can be easily solved. With the build I exported the same lagging problem with the latest two scenes still exist. By the way, is it normal for such a game to take 1700 mb of the RAM while running?

I’m going to say definitely not, but I suppose it’s possible?

How large is your entire project folder?

so he might be producing objects without deleting them it seem like… what if the effects he spoke of is just being created never deleted?

https://wiki.gdevelop.io/gdevelop5/extensions/create#create_your_own_extensions_behaviors_conditions_actions_or_expressions

by the way @Silver-Streak as I was doing my own study of the engine and learning it could they take the code that is being repeated for each one and put it in a extensions as a behaviors? Will that help with performance, or no cause it just reference extensions/code, moving to one spot to another and has nothing to do with performance in this case and extensions are just great for keeping your event sheet clean and logic more organize is more of the benefit for that…

Around 270 mb. The build is almost the same. How much of the RAM does a 2D platformer game normally take?

If your assets are 270mb in full, taking 1gb RAM, much less more than 1gb, seems extremely unusual. It almost seems like you have a memory leak somewhere in your events, but sadly I can’t think of what would cause that.

https://forum.unity.com/threads/average-ram-usage-for-a-2d-game.474683/

Use half your minimum target device’s ram. So if your minimum device has 512mb, use 256. If your minimum device uses 1gb, you use 512.

This is because you’re giving it enough room to page apps and other activities. Using a maximum of half has generally been a great rule for us since 2010.

If you don’t know what your minimum device is you want to support, I suggest you find out, that’s your job, not ours. You should also be testing how much ram your app uses on device rather than theoretically.

https://gamedev.net/forums/topic/526213-how-much-memory-does-the-average-game-use-today/4410782/

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Carter81

What is the range of RAM consumption for the typical 3D character in a video game?

2d, 3d, models, memory-efficiency

asked by Carter81 on 09:38AM - 13 Sep 13 UTC

https://gamedev.net/forums/topic/526213-how-much-memory-does-the-average-game-use-today/4410782/

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There is no rule and easy rule for ram usage. It all depend on the type of game you are making, platform you are targeting for release and how it looks. If you are a candy crush Clone for mobile 2gb of ram is an issue. But if you are making a. Stardew valley Clone for pc 2gb is nothing.



all these post are saying around the same thing, specially this comment i found interesting:

@erronisgames | UE4

If the game is running fine then it's fine ¯\_(ツ)_/¯

Not sure if this will help you but I have 2018 sprites in my game (which was pretty big as the game is in 4K!) - I used PNGoo (free download here https://pngquant.org/) to shrink their file size but keep the overall quality. Worth checking out as it not only massively reduced the file size but helped the game performance.

Thank you! I’ll try this out.