Game Development Community

Performance/Profiling Tools (other than just Debug Banner)?

by Sonalysts · in Torque Game Builder · 11/21/2006 (7:13 am) · 3 replies

Hello,

We have a prototype that is really coming along nicely but the performance on lower-end machines is really lacking (i.e. dog slow).

Are there any profiling tools that be used to see which Torquescript function calls are taking the most CPU cycles and try to speed that up?

Also, one thing that we'd like to do is disable the engine text outputs that can be accessed even in the release builds by invoking the console (using the ~ (tilde) key). Is there a way disable these console outputs entirely because I'm assuming they are stealing some CPU cycles. Also, how do you disable the console entirely in a release build so that the user cannot access it?

In general, what techniques do people use to speed up their TGB projects to run more smoothly on lower-end machines?

Thanks in advance for your help!
- JC

#1
11/21/2006 (9:55 am)
The profiler works well for getting some great information on what is eating up performance...

You can initialize the profiler from script (or the console) with:

profilerEnable(true);

then if you give it so me time to gather results you can dump the data to the console with:

profilerDump();

You can check the reference under Console Functions -> Profiler for a couple more useful functions, such as dump to file.
#2
11/21/2006 (10:28 am)
Cool, thanks... :)

Matt, is there a way to disable the console entirely in a release build so that the user cannot access it?
#3
11/29/2006 (2:15 pm)
Has anyone else had this problem with their games?

Specifically we have some collision/mounting issues where the objects are missing a timestep (since it's fairly hectic at that time) and therefore they are mounting in a "floating" position above the surface that it thought it collided with.

Any suggestions?