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I have a suggestion. Maybe it'll help maybe it wont. But if you use the Clip Contents of the main node in the frame then everything thats outside wont render. So thats much less draw calls and draw time. :D

If you are already doing that than sorry.

Nice suggestion. However, the way I set up the game meant there is little to no activity outside of what you can see.

The main performance issues is just the general rendering of the sprites. They are large, and whilst putting them into an even larger sprite atlas solved a lot of issues for some, the size may cause issues for others.

I’m trying to figure out a way to keep GPU draw calls low by batching the sprites, and now need to make the atlases smaller by maybe separation or making the assets smaller

If I remember right there is a tol in godot that can automatically combine individual sprites into sprite sheets, reducing draw calls. It's called Sprite Packer i think. Maybe it'll help.

why dont you make a resolution setting: lets say I want to play on 1080p: every texure2D or sprite will be set in 1080p maximum ( I'm assuming sprites work that way coz I don't know what the 100% are) sprites are images right?

Actually, that's not how it works.

Sprites specifically render the images. The source images do not change resolution when you change your game's resolution. The game still has to load the full image, and then visually make them smaller.

Of course, there are ways to go about this such as making multiple images at different resolutions, but this bloats the file size to be incredibly large and would be a difficult system to set up.