Three Common Pitfalls in Mobile Game Performance

App overall performance is now each cellular team’s issue. This isn't any exception within the gaming enterprise.

Game studios should get behind validating overall performance early and trying out regularly. If all stakeholders aid the vision of having high-performing video games, it’ll be less difficult to devise a plan and stick with it. It’s also vital for all people to be aware about the reasons of horrific overall performance so that issues may be detected and remedied sooner.

Here are a few common pitfalls we’ve seen in cell sport overall performance, plus a few tips on how to enhance it.

1- Inferior equipment and cracks

Device explosions are the leading cause of many problems affecting telecommunications users. Most game studios (especially in the Android world) know. A common mistake is to ignore the fact that the vast diversity of hardware and OS versions makes it difficult to develop mobile games.

Mobile games use multiple devices. Often it’s not possible to deliver the same experience on high-end and low-end equipment, so it’s important to take a better approach. Consider the following tips.

  • Use the system of each platform to build your game. You can select specific settings for rendering & shadows for each quality level.
  • Enable heavy animation on low-end devices.
  • Create and maintain a variety of assets based on equipment quality in your distribution and operations.
  • First, conduct initial tests of the new features on low-end devices.

2 – RAM Consumption

Some of the best games available on the app store support a wide variety of devices. Suppose you have a recreation that needs to run on a device with a minimum of 1 GB of RAM. This implies that the memory footprint of your application must be extremely tiny. Take into account the following to minimize your memory footprint: 

  • Launch computerized exams over a consultant set of devices. For instance, low-stop devices (1 GB or less), mid-variety gadgets (2 GB), and high-cease gadgets (more than 2 GB).
  • Load the smallest belongings to the reminiscence.
  • Sacrifice loading overall performance through freeing reminiscence area (objects and sources) in order to be used inside the quick term for low-end gadgets.
  • Build assist for huge-heap in older Android variations.

3 – FPS & Motion Resolution

FPS is the most common measurement in gaming that tells us how fast a game can draw on the screen. Usually, this record is regularly monitored by the dev team to identify bad experiences (worthy of its own blog post).

Unfortunately, it just doesn’t matter if you take a quick, interesting photo. Games should also keep it running smoothly. A game can download at 60 FPS but still lose frames causing what is known as “motion stutter”.

A common example of this problem in Unity is when changes to an object are called in different contexts, such as Update and FixedUpdate (see this excellent example).

From a QA perspective, teams measure rendering performance with two different indicators: FPS & Janks. Doing this correctly from a developer’s perspective gives you an understanding of each event step of the underlying framework you need to understand.

In summary

Mobile game performance directly affects users, engagement levels, number of downloads, conversions, and ultimately revenue.

If you’re committed to creating high-quality games that meet user expectations or exceed their performance, users will want to use them again and again, increasing the impression they have of your studio improve and strengthen their relationship with you

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