Optimizing my Game so it Runs on a Potato



In 6 months I’ve taken my Godot game, Bloodthief, from 9 fps to 60 fps on this potato of a computer. Here are all the things I did to make that happen!

➤ WISHLIST BLOODTHIEF ON STEAM: https://store.steampowered.com/app/2533600/Bloodthief/
➤ JOIN THE DISCORD: https://discord.gg/aU5naj2fgY

This is a devlog for Bloodthief, the indie game I’m working on inspired by Quake, Hotline Miami, Ghostrunner, and ULTRAKILL. In this devlog I talk about Optimization!

Leave a comment below if you have any feedback on the game or questions about my process!

——————————————–
Chapters
0:00 Intro
1:20 Occlusion Culling
3:03 Baked Lighting
4:27 Optimizing Enemies
7:17 Shader Compilation
13:40 Graphics APIs
17:22 Rapid Fire Optimization Tips
18:14 Ending & Results

#devlog #gamedev #godot #indiegame #indiedev

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22 comments

@SSukram_ December 6, 2024 - 2:33 pm
17:10 some steam games give you launch options when launching a game, often for different graphics APIs, you could make 2 versions and let the player decide
@trollface4kultrahd December 6, 2024 - 2:33 pm
luv ur vids brah
@AddyEspresso December 6, 2024 - 2:33 pm
Put your game on linux and I will buy it
@AddyEspresso December 6, 2024 - 2:33 pm
With this level of tech skill making a linux port should be a breeze
@aliakseilyshchytski223 December 6, 2024 - 2:33 pm
why dont you make a number of ticks equal to number of spawning enemies? and make each offset by their position in a queue
Like if you happen to spawn five ther will be expected to get a a turn every five ticks. That would make enemy system infiintely scalable and dynamic. especially if you can tune an engine to make a tick on every second fifth tens etc frame. For example a game running at 120FPS could have like 60 tics and 5 enemies could get more frequent updates of pathfinding with 10 enemies getting twice less frequent cycle, and if you need a hundred of them you could dynamically scale so at each 5 frames there is only one AI calculating its path or have more frequent updates with less AIs needed at the moment
@mariandecker3942 December 6, 2024 - 2:33 pm
Anyone remember Mantle API?
@mariandecker3942 December 6, 2024 - 2:33 pm
Imagine Last of us 2 playing the entire Game in 10x speed while compiling shaders xD
@funcode-zc4ns December 6, 2024 - 2:33 pm
The least problem:
1)Copy the game fill path or the Godot fill path if you are making the game
2)Windows it starts menu wright ENV and click on "Edit the system environmental variables"
3) click "advanced" in the top of the window that will pop up
4) click on "environmental variable" in the botom
5) click on peth and edit , you don't adventure in the top Section connect click "new" and name it peth
6) click "new" and paste the final panther that you copied in the start
7) parts clicking "ok" in all of the windows does pop up
8) go to the command prom and write "fill_name --rendering-driver opengl3"
You will need to turn right this Commander every time to run the game or go so you battle use a bat fill wright
@echo off
"fill_name --rendering-driver opengl3"
@ZeroSleap December 6, 2024 - 2:33 pm
I'm sorry but this whole shader compilation fix you did is amazingly innovative, and you could have it as a feature like. Your knight is kind of making a mental map of the level, and what will happen before they come back to their body so you ,the player , can do that.
@SaudBako December 6, 2024 - 2:33 pm
That red pill blue pill shot is fire 🔥
@brahmastra_shiva December 6, 2024 - 2:33 pm
Update: Godot 4.3 released on 15 August 2024, with support for Direct3D 12. Try it if possible.
@lilacdoe7945 December 6, 2024 - 2:33 pm
Turn the volume back on and add funny messages. That's hilarious 😂
@dk4kja8 December 6, 2024 - 2:33 pm
289? cheapest? my friend bought a desktop for like $60 and with geforce now he can run games with little to no lag
@prklp69 December 6, 2024 - 2:33 pm
that thing has a better cpu than my pc, i have an i3 2120
@c_x_3 December 6, 2024 - 2:33 pm
That method for handling shader compilation might be the funniest fucking thing I've ever heard in my life.
@stewartanderson6433 December 6, 2024 - 2:33 pm
One of my favorite pastimes is seeing how well a dev optimizes their game by forcing it to run on my juiced Celeron N4020 laptop. I managed to get SOTTR to start and run with about 10 fps at the absolute minimum detail and resolution. It can even run Oblivion at Medium settings 1080P with a stable 30ish. I'd be stoked to see your game on it someday.
Edit: there should be an easter egg that turns on the shader compilation sounds if you want them🤣
@YoDeadlyBros December 6, 2024 - 2:33 pm
boblox studio best game engine trust
@shadowlordalpha December 6, 2024 - 2:33 pm
For the shaders, couldn't you compilation on the main menu and use the run through the game as the background?
@ariatari2137 December 6, 2024 - 2:33 pm
9:52 fun fact
i run tlou part 1 after a few months of not playing and i needed to build all shaders AGAIN
idk why because i didnt do anything like deleting some stuff
however my harddrive space run out a few times so that might be it
another fun fact when i downloaded this game it weight 70gb but now it is 20gb
20gb of saves? or shaders :pp
@chizack6259 December 6, 2024 - 2:33 pm
good video bro ur interesting
@Ila_Aras December 6, 2024 - 2:33 pm
im sorry, but...rtx 3060 desktop gpu? running this doom looking game at less than 300 fps..?
sorry to burst your bubble, but hardware isnt the issue. you just made a terribly optimized game. and i mean TERRIBLE
@ReloKai December 6, 2024 - 2:33 pm
This is the first video I've seen from you, and your game looks really fun! Any plans to add additional enemies or weapons?

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