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SpeedCube Optimisation and Performance.

Weston edited this page Mar 28, 2020 · 2 revisions

The performance of this game was an extremely relevant factor for SpeedCube, as I have an android device that struggles to run even the simplest of system applications.

During the development, sometimes I would build SpeedCube on my phone, and find that it would run responsively, and efficiently, and sometimes it would struggle to reach 20 frames, and crash.

I have listed a few things below that tank performance on lower-end machines, and things you should keep in mind when editing SpeedCube.

  1. Deferred rendering on the main camera destroys performance, and I will not accept a pull request with it activated. Do not use it.
  2. The game ran fine without mobile shaders, but I prefer them because the minor performance boost is worth it, considering they are shading a single-color material.
  3. Post-processing should be kept light.

This page is subject to change, and I will add and remove different tips and statements as development progresses.

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