Squeezing Frames: Performance Pass and Optimization Wins
Before locking in the final build of the month for Banana Hell, we took a hard look at performance. Once the chaos hit around 250 active actors, bullets, enemies, effects , we saw frame rate dips and time dilation issues. We ran profiling tools like UnrealInsights
, statunit
, and statAI
to isolate the bottlenecks. The biggest culprits turned out to be bullet trail particle systems.
*This was the original bullet trail before it was removed*
Also overly frequent AI ticks, and unnecessary post-processing. We began stripping down visuals that weren’t core to the gameplay. Motion blur, bloom, SSR, and eye adaptation all got cut as you can see in the picture below
*Below is how it looked before the changes*
We also optimized how enemies spawn by setting a hard cap and pausing waves until the on-screen count drops. Ranged enemies had their tick rates lowered, and we reworked the most expensive VFX to be far simpler. These tweaks brought our frame time back under control while still keeping the screen filled with enemies. Now the game holds a steady 60 FPS even during heavy fights.
Get Banana Hell
Banana Hell
Banana Supremecy shall reign!!!!!
Status | In development |
Author | brokenbananastudio |
Genre | Action, Shooter |
Languages | English |
More posts
- Music and some SFXMar 28, 2025
- Unsuccessful FeaturesMar 28, 2025
- V0.0.3 Released! Official Prototype for class!Mar 27, 2025
- Building out stats and stat buffsMar 22, 2025
- Balancing Chaos: Introducing the OverseerMar 22, 2025
- UI Mayhem!Mar 22, 2025
- Page Updates and V0.0.2 available!Mar 20, 2025
- Fixing Bugs: Enemies Now Remember to Swing BackMar 15, 2025
- The beginnings of AI developmentMar 14, 2025