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How to run great scenes in 3dgs? #401626
05/22/12 19:04
05/22/12 19:04
Joined: Nov 2007
Posts: 318
Brasil, Paraná
NeoNeper Offline OP
Senior Member
NeoNeper  Offline OP
Senior Member

Joined: Nov 2007
Posts: 318
Brasil, Paraná
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.


Please! Use easy words to be translated. because my English is not very good! Grateful.
_______________________________________________________
Re: How to run great scenes in 3dgs? [Re: NeoNeper] #401638
05/22/12 19:55
05/22/12 19:55
Joined: Apr 2008
Posts: 2,488
ratchet Offline
Expert
ratchet  Offline
Expert

Joined: Apr 2008
Posts: 2,488
Can you post a screenshot please ?

Re: How to run great scenes in 3dgs? [Re: ratchet] #401640
05/22/12 20:03
05/22/12 20:03
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline
Expert
Espér  Offline
Expert

Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
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.


Selling my Acknex Engine Editions (A7 Com & A8 Pro):
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Re: How to run great scenes in 3dgs? [Re: Espér] #401680
05/23/12 09:49
05/23/12 09:49
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
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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