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FPSC Classic Product Chat / Using Lighting/shaders reduce audience size?

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blauweogen
15
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Joined: 20th Nov 2010
Location: Florida
Posted: 15th Jan 2011 22:02
Just wondering if using lighting/shaders will keep some people from playing your game due to PC requirements? Any thoughts?

While on the subject what would be the general system requirements if using the best lighting and full shaders?

On a related note, anyone know what the best graphics card these days?

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Dark Frager
16
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Joined: 16th Mar 2010
Location: The Void.
Posted: 15th Jan 2011 22:16
Yes they can, the game can lag, however this is not common for most people, just make sure the level is optimized correctly for more people being able to play yor game properly.

Quote: "On a related note, anyone know what the best graphics card these days?"


IMO, nVIDIA GTX 480 for Desktops and a GTX 260M for laptops.

- Dark

If you can see the enemy, they can see you.
blauweogen
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Location: Florida
Posted: 15th Jan 2011 22:21
Thanks, I seem to have a lag problem on two different computers, but the 3rd has a graphics card and is ok. Not everyone has a card. Any chance you could give me more of a hint on being "optimized correctly"?

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Dark Frager
16
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Joined: 16th Mar 2010
Location: The Void.
Posted: 15th Jan 2011 22:54 Edited at: 15th Jan 2011 22:55
Make sure there is a good balance between static and dynamic objects.
Say for example an object is too heavy for the player to lift so just make it static. Or it's just a background object that you want to add for the atmosphere then just leave it static too.

Enemies. Don't add too many, make sure that they have good tactics to outsmart the player. Give them lots of health or strong weapons.

Bloom. In my opinion it's ugly and with high ambience it looks like you are in heaven. It also makes the skyboxes plain white from my experience and it hurts your FPS.

Ambience. Keep it low. In one of Bugsy's tuts he put out a good tutorial how to create a well lit room with no ambience at all.

Lightning. The crucial bit. Use it where you need it and keep the ranges low. Because it makes your games easier with lots of light, but with low lightning levels it gives a better atmosphere and makes it a tad bit harder.

Well here you have it, My crappy guide to optimization.

- Dark

If you can see the enemy, they can see you.
blauweogen
15
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Joined: 20th Nov 2010
Location: Florida
Posted: 15th Jan 2011 23:34
Good tips Dark. Thanks!

http://XtremeFPSgames.com
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Bugsy
17
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Joined: 24th Nov 2008
Location: another place in time
Posted: 16th Jan 2011 00:11
allow me to offer a bit more insight-

first off. gtx580>480
enemies- don't SPAWN many, but making them respawn, or making them last longer in fights is a good way to optimize

static geometry- try to keep maps from rendering more than 100,000 polys at once. do this by using detail only when needed, and lighting properly the detailed areas to emphasize them. under 100,000 polys= runs well on slower machines.

bloom- slows down a game on a poor video card

ambience- the level of ambiance has absolutely no effect on frame rate

dynamics- try to use NONE of them. only the most important things, like explosives or lifting boxes should be dynamic, and try to spawn them when the player reaches the room, don't just leave them laying around.

skyboxes- skyboxes have absolutely no effect on framerate.

lighting- if dark frager had remembered all of my tutorial, he'd understand that light ranges need to be kept high, but don't use many lights that's how to realistically lightmap levels on 0 ambiance. also, using darkness to make a game harder is cheap and no fun for the player.

hope this helps.

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blauweogen
15
Years of Service
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Joined: 20th Nov 2010
Location: Florida
Posted: 16th Jan 2011 00:33
Wonderful, Thanks a lot Bugsy!

http://XtremeFPSgames.com
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