Bloobs Adventure Idle

Bloobs Adventure Idle

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Game is CPU intensive
Hey!

First of all great game! Wanted to bring to the attention and discussion games performance in terms of CPU usage. I like to leave the game open in the background as with many other idle games and for the most parts games tend to keep to themselves (use very little PC resources), especially when not in the foreground. Bloobs Adventure is using up to 20% of the CPU on Ryzen 9 5900X (12 cores). That is noticable while doing other things on the PC. Is this resource usage warranted?
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Showing 1-13 of 13 comments
Bloobs_Dev  [developer] Mar 20 @ 1:11am 
Originally posted by Skull:
Hey!

First of all great game! Wanted to bring to the attention and discussion games performance in terms of CPU usage. I like to leave the game open in the background as with many other idle games and for the most parts games tend to keep to themselves (use very little PC resources), especially when not in the foreground. Bloobs Adventure is using up to 20% of the CPU on Ryzen 9 5900X (12 cores). That is noticable while doing other things on the PC. Is this resource usage warranted?
Hey regarding this I would like to ask what your fps setting is? On the main menu it can be set :) , in regards to performance I'm still making the game so it will improve over time , at the moment I expect it sit around 10% to 20% , Bloobs has alot to deal with , more than meets the eye :) it doesn't mean I won't do more optimization passes off course :)
Bloobs_Dev  [developer] Mar 20 @ 1:12am 
In regards to above , I have bloobs set to 30 fps and nothing more , it's designed to run at 30fps :)
Skull Mar 20 @ 1:14am 
I have "Vsync" option set. The game can run up to 160fps (monitor refresh rate cap), but sometimes its lower.

While standing next to crafting couldron just now I only got 80~ fps and CPU usage reached 30%.

I'm playing in windowed mode.
Bloobs_Dev  [developer] Mar 20 @ 1:20am 
Yeah if you care about the performance side , I strongly recommend not using vsync , and using 30fps only. I put these options in for players as the were requested alot.
Skull Mar 20 @ 1:36am 
I set max framerate to 30 fps and the CPU usage dropped 2X. Thats good, the game is not that smooth any more though. Will be waiting for any performance improvements in the future.

The game froze after a couple of minutes. This hasn't happened ever with the previous settings. Interesting.
Bloobs_Dev  [developer] Mar 20 @ 1:37am 
Please note I will be making more performance optimizations as I continue making the game :)
Skull Mar 20 @ 1:39am 
Yes, ofcourse. I don't expect change ASAP. Thanks!
Bloobs_Dev  [developer] Mar 20 @ 1:42am 
Originally posted by Skull:
Yes, ofcourse. I don't expect change ASAP. Thanks!
Well I'm happy your performance improved :)
Nyu Mar 21 @ 5:04am 
Originally posted by Bloobs_Dev:
...Bloobs has alot to deal with , more than meets the eye :)...

i dont like this statment.
there is no reason for the game to eat so much ressources while you are fully zoomed in standing around with lowest fps and windowmode.

just be honest and say its bad programmed and the whole world is eating ressources offscreen.
this is 100% avoidable and you waste over 10 times more ressources as needed.
Nyu Mar 23 @ 4:23am 
Originally posted by The Winter Bud:
in my experience, ALL games made with UNITY are resource hogs. It's the flaw in the game engine.
no its a lack of knowledge and skill. i dont like unity at all, but its litteraly a skillissue and not the engines fault.
just look at subnautica
ori and the blind forest
rimworld
rust
risk of rain 2 (before the devs changed with recent dlc)
cuphead
gunfire reborn
valheim (maybe it was a different engine and i remember wrong)
path of exile
or hollow knight.
even among us lul

majority of unity games run like crap, but thats not an excuse to make such statments like: the game is so ressource heavy, you just dont see it haha.

and even solodevs on itchio can make it work often enough if they know the engine.
wyy Mar 24 @ 4:52am 
Zoomed out consumes more, and with the new minimap update, zooming out the minimap consumes even more.

The lightest this game gets is having the main screen + minimap zoomed in all the way, which means if there's a place to start looking at optimization with should be there.

Also icons on the thieves log, chests and stalls, literally load the state the object is in the world, so if you open the log while something is looted its appears empty on the log, if there's a golden opportunity it would be shining in the log, so on so forth. If its constantly loading the state of objects in the game, I'd guess this carries some weight as well.

maybe this helps? idk.
I always thought it was strange and unnecessary that the mini map was seemingly a 1:1 replication of visuals and motions occurring on the main screen. Not really what I require of my mini maps in any game Perhaps that's where some of the resource draw exists?
There is some optimizations in the pipeline that the Dev has been working on
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