How to run great scenes in 3dgs?

Posted By: NeoNeper

How to run great scenes in 3dgs? - 05/22/12 19:04

Hello friends!
I am experiencing some problems with very large scenery in 3dgs!.

Could tell me what technique I use to optimize the process of very large scenes in 3dgs?

Let me give an example of my problem:

I created an extremely large world, divided into towns, plains and more.
There are plenty of trees, rocks, mountains and various objects in the world.

Taken together with the final visual effects, my world becomes unplayable.
I can not move properly.
Very Very Lag
_________________________
Please! Use easy words to be translated. because my English is not very good! Grateful.
Posted By: ratchet

Re: How to run great scenes in 3dgs? - 05/22/12 19:55

Can you post a screenshot please ?
Posted By: Espér

Re: How to run great scenes in 3dgs? - 05/22/12 20:03

try to split your world into different models, seperate houses, trees..etc
so A8 just needs ro calculate visible parts, and not your whole world. Build in range effects that only starts when the player comes nearer and stop if he is to far away.
Posted By: sivan

Re: How to run great scenes in 3dgs? - 05/23/12 09:49

just as an ordinary list of suggestions:
- use LOD heavily,
- use as low as possible number of skins for a model (I saw you use Dexsoft models what I own too, they usually have too many materials),
- set passive entities to static, don't run while loops in too many actions (e.g. for vegetation),
- use close clipping of non-important entities (can be easily done if you make only 1-2 LOD files, if you use the external LOD system available below 3DGS Pro),
- use e.g. particle effects only close to camera,
- stop animations if entity is out of view,
- cover the clipping, and the very-very low poly far LOD models by fog,
- in Pro you could have access to terrain LOD, sprite instancing, and bone animation by shader, what I need but nobody promotes me to buy the Pro licence frown
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