Wild Dungeons (Playdate) fps auto-balancer added
Wild Dungeons (Playdate) demo » Devlog
Hi there. One more update came, I added a render quality auto balancer to keep fps higher, it changes the quality of walls only, and should not affect the game too much. Let's try it. Will wait for your feedback on how it going on real devices
Files
WD-demo-0-133-balacer-v2.pdx.zip 370 kB
65 days ago
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Wild Dungeons (Playdate) demo
| Status | Prototype |
| Author | CrankWorkGames |
| Genre | Action, Role Playing, Shooter |
| Tags | 3D, Playdate |
More posts
- Wild Dungeons (Playdate) update, optimized ~13-15fps45 days ago
- Wild Dungeons (Playdate) floor added, more optimisations53 days ago
- Wild Dungeons (Playdate) texture scale optimization58 days ago
- Wild Dungeons (Playdate) demo v0.135 update61 days ago
- Wild Dungeons, lights options added in menu66 days ago
- Wild Dungeons (Playdate) new update67 days ago
- Wild Dungeons (Playdate) demo updated71 days ago
- Object depth sorting optimised73 days ago
- Object pooling added,74 days ago

Comments
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Just played it. Not sure which options are on or off in the menu (please consider adding a checkbox to them). Frames hold more stable with various combinations of the settings. As I’m not sure which are on or off, I checked them each on and off to check performance. Best results were frames at 11-13 fps. Worst were 9-10fps, with a stable 9 with an enemy on the screen and 10 when alone.
The walls still appear to look like folded paper when walking through hallways, even with different combinations of the menu items but performance is overall more stable.