Explore core concepts of performance testing for game optimization with targeted questions about bottlenecks, metrics, test types, and best practices. Improve your understanding of identifying issues, selecting metrics, and optimizing gameplay for smoother player experiences.
Which of the following is the best indicator that a game's frame rate drop is due to a CPU bottleneck rather than a GPU bottleneck?
Explanation: High CPU usage with low GPU usage typically means the CPU is limiting performance, causing a bottleneck that leads to reduced frame rates. Low memory consumption does not directly indicate CPU or GPU issues. Network latency spikes suggest network performance problems, not graphical or computational bottlenecks. Audio glitches are usually linked to audio processing or asset streaming issues, not CPU or GPU usage.
When optimizing a game's loading times, which performance metric should you primarily analyze to measure the impact of your changes?
Explanation: Level load duration directly measures the time it takes for a level to become playable, making it the key metric for optimizing loading times. Average input latency is important for gameplay responsiveness but unrelated to loading. Maximum character speed relates to movement but not load performance. Texture color range is a visual property, not a performance metric.
Which type of performance test is most appropriate to assess how a game handles many players joining at once in an online lobby?
Explanation: Stress testing evaluates how systems respond under extreme or heavy loads, making it ideal for simulating scenarios where many players join simultaneously. Unit testing focuses on individual code functions, not system-wide load. Volume rendering is a graphics technique, not a test type. Frame pacing concerns smooth frame delivery but not multiplayer load.
If an optimization reduces draw calls per frame but frame rates remain unchanged, what is the most likely reason?
Explanation: If draw call optimization does not improve frame rates, another part of the code, like CPU logic or AI, may be the performance bottleneck. Draw calls resulting from texture filtering is a misunderstanding, as they are separate processes. A slow network connection would affect multiplayer, not frame rate under local conditions. Using high-refresh-rate monitors does not mask an actual performance issue.
Which practice ensures the most accurate performance testing results for a game's new map release?
Explanation: Testing with a diverse set of hardware that matches your typical players provides the most accurate, realistic performance results. Exclusive focus on high-end hardware can hide issues common for average users. Watching video clips does not replicate real-time game performance. Running tests at off-peak times does not affect individual system performance or uncover hardware-related problems.