(Solved)What screen resolution to choose?

Started by FanOfHumor, Thu 07/04/2022 18:02:47

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FanOfHumor

I have an AGS game that I am making at 1080p but its slightly slow.Just recently a friend of mine(A professional graphics artist) said that I should do it in 4k RGBA16 so that it could be scaled down and have no problems scaling up.He says that exporting it as RGB16 will be smaller in file size so I don't know if doing it in 4k is better for speed or not.What exactly effects the speed of AGS games?Would it be the graphics resolution,the filesize of the graphics,the amount of animations running at once,or something else? If the resolution of the game is scaled down to the users screen size would that make it run faster?And does using RGB16 effect the speed in any major way?

EDIT:
Apparently no one is able to answer these questions but I would at least like to have this one question answered if possible.When an AGS game loads sprites what is the most speed effecting part of loading it?Is it the file size(as in bytes) or the file size(as in resolution size)?

Khris

Sorry in advance.

In general: the less pixels the faster and the fewer colors the faster, obviously. Less pixels means less work, regardless of context.

Downscaling a 4K background to make the game faster is a harebrained idea and again obviously nonsense, no scaling is always best since it requires zero extra work.
AGS uses its own format to store backgrounds and sprites, so it doesn't really matter what format you use re performance unless you reduce pixels or colors.

And again: fewer bytes takes less time to load.

FanOfHumor

What about 2k?Do you think that's a reasonable size for an average speed computer?

Snarky

I think your friend probably doesn't understand how the AGS engine works. In AGS, you always want to be running the game in its original resolution, or some integer multiple thereof. In particular, you never want to scale down the game resolution, since this produces ugly artifacts. It will certainly not improve performance over being in a lower resolution inherently.

As for 2K, by which I assume you mean 1920x1080, I'd personally be worried about engine performance, but Wadjet Eye is using it for Old Skies, so I guess it must be OK. Though if your experience is that it is slightly slow, well, you have your answer, don't you?

Crimson Wizard

#4
Quote from: Pajama Sam on Thu 07/04/2022 18:02:47What exactly effects the speed of AGS games?Would it be the graphics resolution,the filesize of the graphics,the amount of animations running at once,or something else?

All of that, and some other things. Using "raw drawing" commands in script may also be quite slow in high-res games. I.e. one thing is to have mostly static pictures on screen with some text, another - to have an arcade game with lots of moving parts.
Using the engine features incorrectly, or inefficiently will also slow the game down, even on the best engines.

Usually the good way to find an answer is to make a prototype of a scene and push it to the limit, put a max number of objects and action as you think you may get in your game, and see what happens on an average computer. If it does not work well, then find ways to reduce the work for the engine.

QuoteIf the resolution of the game is scaled down to the users screen size would that make it run faster

Not at all. The scale of the whole game to the final size (the player's window) is performed as a single and very fast step. So it is the original (native) game's resolution that matters.

Although, frankly, I am not sure if you meant scaling down the sprites before importing into AGS, or scaling down the game when it's run. Some clarification is needed here.

Snarky

However, if your friend is merely saying you should draw the graphics in 4K RGBA16 (a 64bpp format) in your art program and scale them down and reduce the color count as you export the asset files, before importing them into AGS, then… perhaps, but it sounds like overkill to me. It won't improve your game performance compared to having lower-quality assets in the first place, but yes, it's better to have your original files in an "uncompromised" format without loss of quality. What that format ought to be depends on your process and what you are making, though.

FanOfHumor

Thankyou all for your information. That helps very much.

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