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FPSC Classic Product Chat / How do you get better performance on out door levels?

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Nazareth Entertainment
15
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Joined: 8th Dec 2010
Location: Under the desk
Posted: 30th Jan 2011 17:02
Im making some outdoor levels as an experiment, and was wandering what tips people had to make out door levels that look beautifel and full of character while not risking lagging, and low fps?

thanks

Deathkon 3000
crispex
19
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Joined: 22nd Jun 2007
Location:
Posted: 30th Jan 2011 17:05
Well, I myself found great use of invisible walls. Though it can still get rather laggy if too large, I find that they are good for creating multiple portals and visleaf's.

I just now realized I've had a typo in my signature for the past 3 years.
Butterkiss
18
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Joined: 9th Oct 2007
Location: Deaths apartment
Posted: 30th Jan 2011 20:08
What I like to do is simulate outdoor levels by making trees or buildings, etc. and making them like corridors so it doesn't degrade the fact that your outside, but it comes around to a very good preformance

Prevention 2 Upcoming....
Dark Frager
16
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Joined: 16th Mar 2010
Location: The Void.
Posted: 30th Jan 2011 20:47
Use billboards that look like trees. Only 2 polys and look like 3D objects.

If you can see the enemy, they can see you.
Gencheff
16
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Joined: 12th Jun 2010
Location: UK by way of USSR
Posted: 30th Jan 2011 20:54
1.Keep the overall polygon count for the level as low as possible.

2.Don't add too many enemies with DarkAI

3.Use billboard trees and grass

4.Don't overpopulate with unnecessary entities

5.Change some entities to dynamic to make the lightmap process less memory consuming.

All of the above concern performance.

About beautiful,it's up to you.


PC Specs:Windows 7 Ultimate 64-bit,Intel Core i7 960 @ 3.20GHz,NVIDIA GeForce GTX 480,12GB RAM,2x Western Digital 997GB HDD
bruce3371
15
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Joined: 4th Aug 2010
Location: Englishland
Posted: 30th Jan 2011 21:32
I have quite a large outdoor level in my game 'Seclusion'. I have used pretty much all of Gencheff's suggestions with some success, but one other thing I use which has helped the all round performance of my game is Scene Commander's WASP Mod. Not only is it a great Mod for boosting performance, but Scene Commander (with co-development help from S4Real) is constantly adding new features to make it a superb all-round Mod

Bugsy
17
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Joined: 24th Nov 2008
Location: another place in time
Posted: 31st Jan 2011 03:47 Edited at: 31st Jan 2011 03:49
well, for outdoor levels I follow a strict polygon and enemy budget. I find it helps the most. also, you'd be amazed what one, large, dark coloured sun or moonlight can do for beauty. keep detail in the textures and make sure to keep the player focused on gameplay rather than giving them a big empty outdoor world to walk around in. I usually come out with results akin to these. now it doesn't look like much, but this is running in v116, which is half the performance capabilities of the new updates. It never lags below 38 fps, and the cap is 40. so that's like not going below 55 out of 60.



imageflock.com/img/1272671763.jpg[/img]
skype = isaacpreston. I want to talk to YOU
Design Runner
15
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Joined: 16th Oct 2010
Location: In my own little world.
Posted: 31st Jan 2011 04:39
This is strange, but it has been proven that if you surround your outdoor level with invisible walls, it tricks fpsc into thinking it is indoor and can boost your framereate. I forgot where I read that but credit to the author of the thread. Also try to avoid as many dynamic entities as possible.

"If you can't handle me at my worst, you sure as hell don't deserve me at my best"

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