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Preventing frame rate drops

  • Nikidan

    try the sculpture detail option under the tools menu. it's right next to the freeze option.
    this reduces the detail on sculpts in the scene. can't say how much of an impact it will have for you tho

  • mm_dev_8

    The things that would normally cause frame rate issues are either trying to draw to many objects in one camera view (their detail doesn't really make a difference I don't think), or having too much logic going on at the same time, try turning stuff off/hiding it to work out what is causing it to go over.

    -Marcos

  • darklord0424242

    '@marcos would increasing the fog level help?

  • mm_dev_8

    I'm not sure tbh, try it!
    it would be good to get an engine coder to give a little run down of this type of thing, so will hassle someone when we all back.

    What we've tended to do with our Big Story mode (coming with full release) if a level is getting to heavy, we split it up into two levels at an appropriate point.

    -Marcos
    -Marcos

  • darklord0424242

    Yeah I have a small checklist I'm going to try out. First the fog level, then setting triggers for the logic I have that is currently constantly running ( which are moving platforms), then maybe reducing detail in a few sculpts. Thanks for responding!

  • Skeuomorpheus

    Hello darklord...did you get to the bottom of this? I have a level that I want to optimise but good to know what worked for you. Suspect it’s because there is both a ton of stuff that has to be drawn and a ton of logic.

    Is it right that if a microchip/snapped object is turned off then it won’t use up processing power? Or does it need to be out of the scene completely (ie put it into an emitter or something).

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