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FPSC Classic Product Chat / Windows and Doors...lag?

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TZap
19
Years of Service
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Joined: 29th Aug 2005
Location:
Posted: 28th Jul 2007 01:15
I've only found one other mention of this and that was last year.

Do windows and doors still cause a lag issue in v1.06? What if looking out of the window, you cannot see any of the level walls...will this still cause lag?

Just trying to optimise a level I am working on.

Thanks a lot.
xplosys
18
Years of Service
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 28th Jul 2007 01:21
Windows and doors are see-through as far as the engine is concerned, and therefore cause more to be rendered at once. Whether or not they cause lag depends on the number of them and the computer specs.

Best.

I'm sorry, my answers are limited. You must ask the right question.

Airslide
20
Years of Service
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Joined: 18th Oct 2004
Location: California
Posted: 28th Jul 2007 01:23
Close up your whole level. If a window is looking out at just the skybox, it will be slow because the portal system leaks out everywhere. Use invisible walls and floors (textures with true black [0,0,0] or an alpha channel) if you want to see the skybox.


Vote today and play the games!
TZap
19
Years of Service
User Offline
Joined: 29th Aug 2005
Location:
Posted: 29th Jul 2007 11:40
Ok thanks a lot. Will try what you have suggested if I get serious lag. Ok so far. Will need to try the game on lower spec pc's though to be sure.
Disturbing 13
19
Years of Service
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Joined: 12th Apr 2005
Location: Murder Capital of the World
Posted: 29th Jul 2007 21:35
also things like this happen in editor testing but in a compiled game its very smooth. I added one set of stairs to a massive level i made and it dropped the framerate to 25-27 when tested, but when compiled the level ran at 33fps on a comp with 512mbram and it was built on my machine with 1 gig.(wich had the framerate drop in testing) So don't be fooled about testing speeds, remember, you have the game and editor running simoltaniously. If framerate drops when adding one object, build a compiled version of that level, close fpsc and test the compile, you may have nothing to worry about.


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