Behind The School #2 - Performance Update

Let's School

Dive into the exhilarating role of a headmaster entrusted to revive your alma mater! Beyond just bricks and mortar, train teachers, recruit students. Sculpt your school into a unique educational haven! Let's School!

Hello headmasters! We hope you're having a great time with the Spring Sale and the March update! As mentioned in the March update patch notes, the team has managed to optimize the performance of the game, especially for headmasters in their late-game campaign. Today in this episode of Behind The School, we would like to run you through some of the detailed optimizations and how we made it happen. [h3]Increased Department Map Efficiency[/h3] Firstly, we found that players are experiencing an increasingly complicated department structure, especially in many mid to late-game scenarios. The large amount of sub-branches in the department map could potentially result in lags and longer loading times. To tackle this problem, the team has taken the time to simplify the sub-branches while optimizing the algorithms behind the creation of these sub-branches. [img]{STEAM_CLAN_IMAGE}/43281844/1649e7cb71bc514f2b652f80e3be5074b55dc0ed.png[/img] Thanks to this adjustment, headmasters can now enjoy a smoother late-game experience, as long as a quicker entry to the department map panel. [h3]Furniture Rendering Optimization Within The Building Structure[/h3] In the past builds, a smooth gameplay experience was largely challenged by the heavy use of glass, structures of various colors, as well as colored roofs by building enthusiasts. This is because the system backends did create a lot of objects that are semi-transparent or in various shapes, which resulted in a much longer rendering time. However, in the latest update, the efficiency has been largely improved by consolidating the furniture rendering batches through Instantiated Rendering (GPUInstance). We suggest all headmasters to return to your school and see if the experience is more smoother than it was before! [img]{STEAM_CLAN_IMAGE}/43281844/76487e29612e3af8a32190d2d5e377036a02e16b.png[/img] As we can see, the setpasscall went from 1900+ to 600+ now And CPU main thread overhead reduced from 40ms+ down to 20ms+ [h3]Increased SSAO (Ambient Occlusion) Efficiency[/h3] Ambient Occlusion is crucial for achieving a realistic visuals. However, such feature usually comes with an additional rendering cost. Upon evaluating all possible options, the team has decided to skip the NormalPass rendering while switching to the AO algorithm for a faster processing speed. [img]{STEAM_CLAN_IMAGE}/43281844/c6ee55b9ad444c62684ad6eb9f886e10ebdb4fd2.png[/img] At the end, we would like to thank all headmasters for your continuous support on this game! To be honest, game optimization is a challenging task and the team is taking all steps possible to improve the player experience while developing new content for this game. Please stay passionate and patient for Let’s School as we move forward, with exciting news to unveil in the coming months! [h3]And as we aim to increase our presence within the community this year, please make sure to follow our official [url=https://www.reddit.com/r/LetsSchool/][b]subreddit[/b][/url] for exclusive events & AMA coming up soon![/h3] Join our community and follow us on social media for more updates about the game: [url=https://discord.gg/patheagames][b]Discord[/b][/url] [url=https://twitter.com/letsschool_][b]Twitter[/b][/url] [url=https://www.reddit.com/r/LetsSchool/][b]Reddit[/b][/url]