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lag #111149
02/06/07 21:42
02/06/07 21:42
Joined: Dec 2006
Posts: 55
Sweden
overseer Offline OP
Junior Member
overseer  Offline OP
Junior Member

Joined: Dec 2006
Posts: 55
Sweden
hi
i got a level whit some corridors and rooms lot of models and stuff but when i enter a maintance romm i built whit models of iron walkways and some cisterns whit shadows enabled the engine comes too a virtual stand still.
since i can play games like Quake4 @ 1280x1024 with all fx whit no lag i would like too know what i am doing wrong (lots of shadows, i know that but should still work) and let me know.

i have the following system.
Celeron d 365 3.33ghz @ 4.15ghz
1024 dram2 800mhz
Geforce 7600gs 256mb


Lets finish this mother¤%"#%& of.
Re: lag [Re: overseer] #111150
02/06/07 22:16
02/06/07 22:16
Joined: Mar 2006
Posts: 752
Portugal
demiGod Offline
User
demiGod  Offline
User

Joined: Mar 2006
Posts: 752
Portugal
It depends how you made the level design, but probably your models have too many polys or you are using many stencil shadows. If so, reduce polycount and use z-buffer shadows to improve performance.

Also, instructions marked in the manual as "slow" should be avoid and sometimes bad designed programming functions causes such problems.

Re: lag [Re: demiGod] #111151
02/06/07 22:45
02/06/07 22:45
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
Quake 4 didn't use the A6 engine, so therefore the same scene won't run at the same speed.

It depends on the engine, not the FX


xXxGuitar511
- Programmer
Re: lag [Re: xXxGuitar511] #111152
02/06/07 23:49
02/06/07 23:49
Joined: Dec 2006
Posts: 55
Sweden
overseer Offline OP
Junior Member
overseer  Offline OP
Junior Member

Joined: Dec 2006
Posts: 55
Sweden
still should not be that big of a performance gap its a small level 3 rooms 2 corridors.
And the models i am using are the same once that i used in an old mod on the Q2 engine that is not state of the art any more but still does not lag.

well turned off all shadows and will probable buy a e6600 cpu to try to get around this issue..


Lets finish this mother¤%"#%& of.
Re: lag [Re: overseer] #111153
02/07/07 02:14
02/07/07 02:14
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
The main problem you are having is the shadows...

Stencil shadows run extremely slow right now. Hopefully a new, and faster way will soon be created. Especially slow if your models are not simple closed meshes. The biggest performance hit comes with models not being closed, or so the manual says.


xXxGuitar511
- Programmer
Re: lag [Re: xXxGuitar511] #111154
02/09/07 15:22
02/09/07 15:22
Joined: Dec 2006
Posts: 55
Sweden
overseer Offline OP
Junior Member
overseer  Offline OP
Junior Member

Joined: Dec 2006
Posts: 55
Sweden
well i removed the walkways and replaced them whit simple solids runs good but the shadows locked so sweet i miss them

will be happy when they fix this so it wont run so slow,,


Lets finish this mother¤%"#%& of.
Re: lag [Re: overseer] #111155
02/10/07 23:35
02/10/07 23:35
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
can u show us a shot of the walkways? even if it ran fine in a quake 2 mod, quake 2 didn't use stencil shadows from what i remember

julz


Formerly known as JulzMighty.
I made KarBOOM!

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