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Game too slow... #343940
10/12/10 07:33
10/12/10 07:33

C
chris_oat
Unregistered
chris_oat
Unregistered
C



Hi there GS Community!

i have this big problem with my project. Its about the Frames.
My game is like Resident Evil, one room per scene only, although sometimes I have a framerate about 18 or less.
so i check with F11 the stats and these get my attention:

- ms/frame Geo: 45
- counts tri: 50

ok now you may think 50k triangles??? well i cant explain that either. Its only one room, build very clean, with only a few pipes as mdls and thats it.

If i hit F11 the second time for those red lines to come up, i noticed that even big blocks gets cuts up into alot small pieces. Is that normal?

Does anyone know how i can increase the framerate?
According to the compiler the map contains 1600 portals, and does not give me any error while compiling.

I compile with the default settings, and i also tried to de/activate the PVS no result.

EDIT: My Computer specs are:
2x2,24 Ghz
2Gb Ram
GeForce 8800M GTX 512MB


Last edited by chris_oat; 10/12/10 07:41.
Re: Game too slow... [Re: ] #343943
10/12/10 07:52
10/12/10 07:52
Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
Roel Offline
Senior Member
Roel  Offline
Senior Member

Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
you can try in the map compiler to set tessalate shaded to some higher value.
Now the map compiler creates a lot of polygons and although this gives nice dynamic lights, it is not very fast.


Check out the throwing game here: The throwing game
Re: Game too slow... [Re: Roel] #343944
10/12/10 08:15
10/12/10 08:15
Joined: Nov 2009
Posts: 201
Logitek Offline
Member
Logitek  Offline
Member

Joined: Nov 2009
Posts: 201
The geo value is really really high.

Re: Game too slow... [Re: Logitek] #343946
10/12/10 09:13
10/12/10 09:13
Joined: Aug 2008
Posts: 482
B
bart_the_13th Offline
Senior Member
bart_the_13th  Offline
Senior Member
B

Joined: Aug 2008
Posts: 482
Try compiling with tesselation disabled

Re: Game too slow... [Re: Logitek] #343947
10/12/10 09:15
10/12/10 09:15
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
Expert

Joined: Apr 2008
Posts: 2,488
My advice, that some people experienced !

USE MODELS ONLY laugh

Even the game Silas , use models only fro good frame rate , and the gams have no complicated levels !

With A8 supporting lightmaps, you can import from Blender (for
example) , your lightmaps , so you'll be able to have a good quality !
If you go that way you'll have a big boost on performance !

Another thing is LOD, i've used LOD in a sandbox game to test,
and it's really really easy to implement and allow a big improvment on frame rate !
For your game you could use it on characters/monsters;
and level assets using reltime shadows for example !

Just my personnal advice, now do as you want laugh !

Re: Game too slow... [Re: ratchet] #343949
10/12/10 09:43
10/12/10 09:43
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
Expert
Damocles_  Offline
Expert

Joined: Feb 2009
Posts: 2,154
The most productive way to get a fitting response is to upload a demo.

Else we iterate though the 20 different design-error points that
could influence the framerate.

Re: Game too slow... [Re: ratchet] #343950
10/12/10 09:45
10/12/10 09:45
Joined: Aug 2008
Posts: 482
B
bart_the_13th Offline
Senior Member
bart_the_13th  Offline
Senior Member
B

Joined: Aug 2008
Posts: 482
Just a reminder, using model as level wont give you the PRV that the compiled level does so your model will look the same whether it's in a bright place or a dark room.

Re: Game too slow... [Re: Damocles_] #343952
10/12/10 09:57
10/12/10 09:57

C
chris_oat
Unregistered
chris_oat
Unregistered
C



20 different design-error points?
what would they be?

when i build a level i always look out for the following:
No blocks intersect each other
No blocks to narrow
Set the small blocks to "detail"

what else would be a rule like that?

As for LOD, its only a single room for christ sake, with the player model and a few pipes and lights its not like its a open world game. if i would activate LOD i would maybe only effect 5 models, top.

i will give tesselation disablled a try today.

Last edited by chris_oat; 10/12/10 09:59.
Re: Game too slow... [Re: ] #343953
10/12/10 10:03
10/12/10 10:03
Joined: Feb 2009
Posts: 2,154
Damocles_ Offline
Expert
Damocles_  Offline
Expert

Joined: Feb 2009
Posts: 2,154
So only your level is slow,
without any shaders, code, particels, placed Models included?

Re: Game too slow... [Re: Damocles_] #343954
10/12/10 10:07
10/12/10 10:07

C
chris_oat
Unregistered
chris_oat
Unregistered
C



well i have a shader, bump spec shader but the level i run is only slow on specific camera positions.
I.e. i can have in the same level in one camera view solid 35 frames and in another cam view only 15 frames.
The Cam view with 15 frames shows alot of the room (hallway) but hell, its stil only ONE room.

Last edited by chris_oat; 10/12/10 10:07.
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