HomeGamesUpdatesPricingMethodology
Steam News9 January 20215y ago

The 60-FPS New Years Update (0.9.1.9)

Happy Saturday, Everyone! I dug into the game's rendering and discovered a lot of room for optimization.

Full notes

Full Poly Universe update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes0 additions3 changes0 removals
  • Performance
changedI dug into the game's rendering and discovered a lot of room for optimization. Many of the models in the game were being rendered individually instead of in batches, causing the game to waste time on unnecessary draw calls.
changedTo put the problem in perspective, before I got started I was seeing an advanced world with a population of 100 take about 25 milliseconds to render. After taking some time to make sure that GPU instancing was used to render as many objects as possible in single batches, that same world now renders in 4 milliseconds. I think I'll be able to improve performance more beyond this, but I figured I should push an update now because this should already be enough to make the game run at 60 fps on many people's machines.
changedThat's it for now! I'll be back next weekend with more optimizations, and hopefully some improvements to art and effects, too.

Poly Universe changes

changedI dug into the game's rendering and discovered a lot of room for optimization. Many of the models in the game were being rendered individually instead of in batches, causing the game to waste time on unnecessary draw calls.
changedTo put the problem in perspective, before I got started I was seeing an advanced world with a population of 100 take about 25 milliseconds to render. After taking some time to make sure that GPU instancing was used to render as many objects as possible in single batches, that same world now renders in 4 milliseconds. I think I'll be able to improve performance more beyond this, but I figured I should push an update now because this should already be enough to make the game run at 60 fps on many people's machines.
changedThat's it for now! I'll be back next weekend with more optimizations, and hopefully some improvements to art and effects, too.

Happy Saturday, Everyone!

I dug into the game's rendering and discovered a lot of room for optimization. Many of the models in the game were being rendered individually instead of in batches, causing the game to waste time on unnecessary draw calls.

To put the problem in perspective, before I got started I was seeing an advanced world with a population of 100 take about 25 milliseconds to render. After taking some time to make sure that GPU instancing was used to render as many objects as possible in single batches, that same world now renders in 4 milliseconds. I think I'll be able to improve performance more beyond this, but I figured I should push an update now because this should already be enough to make the game run at 60 fps on many people's machines.

That's it for now! I'll be back next weekend with more optimizations, and hopefully some improvements to art and effects, too.

-Pouchmouse

Source

Steam News / 9 January 2021

Open original post

Changelog.gg summarizes and formats this update. How we read updates.