How i do performance tuning?

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i am make a game like war3! but too much object in root Node! so low fps! where i can find the way to Finish this?
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You need to partition your scene and reduce the number of items on-screen at once. Partitioning means that when you’re zoomed in culling will effectively prevent off-screen geometry from being rendered. You can also use batching and instancing to reduce the number of draw calls.

https://wiki.jmonkeyengine.org/jme3/advanced/statsview.html#toolbar

https://www.google.com/search?client=firefox-b-1-d&q=optimize+site%3Ahttps%3A%2F%2Fwiki.jmonkeyengine.org%2F

Edit: Type this into a google search.

optimize site:https://wiki.jmonkeyengine.org/

Yeah… the object count is something you need to keep your eye on. 31 299 is way too much, 1 000 is much but most likely doable. In the hundreds would be optimal.

Batching is one way to reduce the object count.

Jme has been optimized a lot since the old “keep your object count under 200” advice from 10 years ago. For a properly organized scene, 1000-2000 objects should be fine on desktop. (200 advice still holds for Android, I guess.)

31,000 objects is way out, though. I think no game engine on the planet would handle that very well.

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This seems to still be true for me when using physics and onboard graphics. Even with just Lemur objects, 300 seems to be the max.

Was curious how much a difference a good graphics card would make. I guess thats the answer, 1k - 2k vs 300.

Eek… your draw call performance must really suck.

Even back when the last public Mythruna release went out in 2012, you could routinely have 1000+ objects on screen and tons of people were able to run it in ~2012 level hardware.

Yeah, I have a 750w power supply coming Sunday supposedly, a week delayed, that I plan to get stupid with. Should fix everything after that.