This is a very long explanation. I hope somebody will read it. I've stuck with this problem for 2 weeks.
When I'm using the trial Pro version, my game can run at 60fps on decent laptop. But after I bought the Lite-C Full, my game cannot be enjoyed on laptop anymore (20-25fps). On the website, A7 version comparison, it mention about manual scene management. But how?
Here is what I have noticed but dont understand:
A 12 faces entity (a box) but very large (bigger than the camera view), is rendered much slower compare to a 2000 faces entity but small and everything is inside the camera's view. Example of big entity is wall and example for small entity is ball.
My level ONLY consist of 4 walls, a floor and a stage (consist of 4 blocks and a floor). My level is set to PASSABLE. I create a seperate entities (but INVISIBLE) for the collision detection. The problem is on the visible level itself. If I make it invisible, then I manage to get 60fps.
I have seperated all level entities into different .mdl but still no good. Then I split my walls and floor into smaller entities (eg wall[18][18], floor[18][18], etc) and hopefully, the ABT will manage it. But still no good. I have read somewhere that if we use >500 entities, the fps will drop.
So how you guys manage the scene? To get a better idea, my game is like the AUM76 cover; a room that is bigger than the camera, a stage (but mine is much lower complex) and the stage is a little bit bigger than the camera's view.
The whole polygon in my game (including level, character, objects, everything) is lesser than 2000 poly. I've also made seperate projek for testing which rendering several entities within the camera's view but very high poly (3000 poly each) and it render much faster than my game.