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LAG issues in terrain editor and gameplay

adteam43
Registered User
Quote
2021-08-03 06:52:54

What cause the most lag?
The terrain topology if had mountains etc.
Or the models?

All the models its very small in size and well optimized.

Name one-two things to avoid for lagging...


veganpete
Registered User
Quote
2021-08-03 21:47:46

For me, animated FBX models killed the frame rate. I doubled my game speed (at least) simply by ditching all my fbx models and replacing them with direct.x animated models and dae static models.


This was the single best thing that improved my game speed.

Other things I think also helped me were....

Reduced the number of polygons in the scene (I optimized/reduced all models as much as possible).
I deleted any unnecessary mesh polygons and merged meshes together where possible.
High texture resolutions slow the game, I used photoshop to reduce the resolution, and overall file-size of all my textures/images for models and particles.
High shadow detail/resolution kills the frame-rate.
I changed all my normal maps to 8bit low resolution (made a huge difference but only because I'm using light-mapping).
I also use the lowest shadow settings - still looks good but is calculated much quicker.
I don't use any post-processes (they trash the anti-aliasing and some of them also slow the game quite a lot).
I run my game in 16Bit colour mode - not sure how much difference this makes.
Many separate textures for each model slow the game.
(Merge your textures to a single file per model whenever possible to reduce the number of draw calls.)
Many objects with "collide when moved" option enabled will slow the game.
Many calls for events "every few milliseconds" will impact the game.
Using multiple Water effects slows the game.
Using "many" sounds at the same time (make sure your single-shot sounds are not accidentally being triggered infinitely on-top of each other/stacking).
Multiple Enemy AI impacts game speed.
Using dynamic and normal-mapped light sources can affect the game speed.
Make sure you child all your static objects to the "terrain" folder to cull them properly.
Make sure you convert all static models to animated static models so they are culled more efficiently.
Do not add too many objects with "real physics" calculations to the same scene.
I manually deleted any grass textures that were not seen in the game (eg: textures hidden by other objects).
Bugs in scripts can cause memory leaks and loops which can slow the game to a crawl.


adteam43
Registered User
Quote
2021-08-04 06:01:39

The best answer for all thank you VP ^_^


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