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FPSC Classic Product Chat / FPSC Game slows down

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MCbx
18
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Joined: 12th Jun 2006
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Posted: 12th Jun 2006 15:13
Yesterday I made a level in FPSC and compiled it. Today I ran it, and I saw that the game slows down i some moments!
I understand, that FPSC game can slow down when the room is very large or contains too many lights/entities. But this game slows down in a few simple rooms or coridors with 1-3 doors and a window!
Is there any solution to optimize a level?

Is there any solution to optimize the game at all? I tried to make a large school corridor, and the game slows down very much (2-5 frames/sec with smooth lightmaps of 2 lights)

My PC:
AMD Athlon XP 2.08GHz
1GB DDR 400MHz
200GB HDD
Radeon 9250.

Sorry for my english.

Non-visi607 programme unit.
Reality Forgotten
FPSC Reloaded TGC Backer
19
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Joined: 28th Dec 2005
Location: Wichita Falls TX
Posted: 12th Jun 2006 19:40
Ok, sounds like you have some leaks in the level. This is an item that has been discussed and fought about. in other words there is no definent fix for the problem; there are some things that you can do, things that I have done that have produced a faster game quality. Everyone has their own views on the quick fixes so I will point you to a thread that Uman and myself had going for a while, you may find the information usefull.

As far as slowing down during a small generic area may be do to the fact that the engine is rendering everything that is in front of you to enclude things you can not see, things that may be on the other side of a wall. you can reduce this if you minimise the usage of long hallways with nothing blocking line of sight (walls, crates)

Read this


RF

FredP
Retired Moderator
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Joined: 27th Feb 2006
Location: Indiana
Posted: 12th Jun 2006 20:15
Bullshock made an FPSC Level Viewer which is excellent for seeing if you have any leaks.

uman
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Joined: 22nd Oct 2004
Location: UK
Posted: 12th Jun 2006 20:16
With regard to the leak suggestion from RF which he has so eminently related too as I would not have known off hand where to find that thread.....

Make sure all areas are sealed if necessary by using an outer boundary of wall segments all around any possible potential leak if not all of your construction. i.e. it may be particularly necessay to do this around known possible offending objects. Corridors, ducts, lifts, curved wall areas and more - enclose them inside an outer room made from simple room segments.

Dont do it unless necessary - first you need to try isolating the reason for any slowdown, but bear it in mind as a weapon that can be used if all else fails. Though as a point of fact I have found that doing it does not add unecessary polygons or add to slowdown as its more likly to help increase fps by sealing off offending objects and restricting what FPSC sees and renders reducing the scene as far as the engine sees it down into smaller pieces and thereby making more efficient use of scene rendering and management at the time of compile and refelecting that at game run time.

In editor test run - to see what may be rendering including world objects and entities within any one scene as you move from area to area use wireframe in editor - to see visually whats rendering unecessarily outside of any immediate scene and take steps to eliminate the numbers of objects if necessary.

Dont use the FPSC statistics reading that you can pull up to view those as they dont matter at all - unless you use your brains and make the decisions about how "You" can force an improvement - the statistics feedback readouts that FPSC supplies wont be of much help and your level wont show any change as you build.

This might be different if FPSC was stable but its not so the statistics it provides are often erratic and illogical. Your own brain is better, much better.

Looking in wireframe - you can see or work out what may be causing a problem. Its that simple - see it - fix it. Too much of anything in view at one time is not needed so dont leave FPSC render or activate stuff outside of the immediate scene which it will often do.

Of course this may not help the original poster as he may have another or multiple issues which could cause a slowdown. Tracking down a cause can be time consuming - In FPSC any single erronous or incompaitble - disliked object/engine issue can cause serious problems affecting gameplay speed badly. Even a single bad line or command in a script can cause serious slowdowns and other problems.



"I am and forever will be your friend"
Candle_
18
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Joined: 29th May 2006
Location: kindergarten
Posted: 12th Jun 2006 22:34
Do you have a link to the FPSC Level Viewer?

FredP
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Location: Indiana
Posted: 12th Jun 2006 22:54 Edited at: 12th Jun 2006 22:58
Candle_
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Location: kindergarten
Posted: 12th Jun 2006 23:51
Thank you for the link.

FredP
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Posted: 13th Jun 2006 00:15
You're welcome.

BULLSHOCK 2
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Posted: 13th Jun 2006 01:33
im working on updating it specifically for watching memory leaks.

in FPSC, it doesnt render things it thinks you cant see, and dbpro does that by loading it via bsp instead of object. I beleive i can recreate how FPSC renders the level, and you will be able to see you level in wire frame, and automatically discern which spaces are being rendered when they shouldent be.

also, on a side note, i dont know if its been mentioned, but dynamic doors DO NOT block memory leaks. its as if nothing was there at all.


http://www.seqoiagames.com/seqoiacorp/
Zero #43
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Joined: 5th May 2004
Location: ** in your head **
Posted: 13th Jun 2006 20:18
how about his graphics card lol

AMD Athlon64 X2 3800+ w/ HT Technology 1000MHz FSB w/ 512KB Cache, 2GB DDR PC-3200 - 2x1024, ATI RADEON™ X1900XTX 512MB
Natflash Games
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Posted: 13th Jun 2006 23:00 Edited at: 13th Jun 2006 23:02
lol, Uman do you ever post with less than even ten lines?
But anyway, when my game slows down I press TAB to view it in wireframe so you can see what the engine is rendering, if its rendering to much, make sure you dont have any windows or missing floors, cieling etc.
P.S. Congrats to the new mods! (Which I only just noticed)

Visit http://www.natsam.co.uk to find out about my games.
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