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FPSC Classic Product Chat / FPSC Slowdown Theory

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Gibba gobba
17
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Joined: 21st Dec 2008
Location: regret
Posted: 17th Sep 2011 06:55
I think I might have an idea on why FPSC slows down from extensive detailing and large levels. It actually came to me when I was working with Doom Builder 2, and the solution seem extremely simple. Most game engines build levels from the inside without rendering the outside. If you were to create a level in UnrealED using subtractive brushes, only the inside of the level is rendered outward. A simpler example would be Doom's engine. Levels are made of sectors (another great thing!), which are essentially voids in space, cut out when they are created. They only render things inside them, giving the impression of a room or even outside, through sector sky rendering, rather than a skybox. However, if you were to walk out of the sector, there is nothing rendered on the outer side, thus keeping a stable performance. FPSC is too slow, even on modern systems. This is due to the extra, unnecessary mesh creation being added from segments. Only the inside of a room should be rendered. Having solid, fully textured walls, both inside and out, is most likely the cause of FPSC poor performance when dealing with extensive detailing and design.

Hello one and all...
uzi idiot
Valued Member
16
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Joined: 27th Dec 2009
Location: Who Knows?
Posted: 17th Sep 2011 10:13
So basically, FPSC needs a better segment culling system?


Mental Stability is over-rated!
Wolf
18
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Joined: 8th Nov 2007
Location: Luxemburg
Posted: 17th Sep 2011 10:45
Being a total noob when it comes to the hardcode. Is such a system possible in Dark Basic Pro...and if yes, would it be possible to get it into FPSC's sourcecode. Like "swapping" the culling system or would one need to rewrite the entire software?



-Wolf

Matter is energy condensed to a slow vibration, we are all one consciousness experiencing itself subjectively Theres no such thing as death,life is only a dream,and were the imagination of ourselves.
defiler
17
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Joined: 4th Apr 2009
Location: Canada
Posted: 17th Sep 2011 20:25
Hmmm, i think i know what you are talking about, because the stock meshes sometimes have other meshes on the other side of the side you are actually seeing, thus wasted polygons as well as textures are being used.

Maybe a system to delete the side not seen without deleting the side you see?

Oh wait! that is possible... it just is going to take times XD

Current Project: Lost Contact: Chapter 1
TheDesertEagle
14
Years of Service
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Joined: 7th Jul 2011
Location: Canada - Who knows where else???
Posted: 17th Sep 2011 21:43
What about wasp mod i have no idea what culling is but i hears wasp mod can do something with the culling system

Joey-May god have mercy upon my enemies, because I won't.
Favourite Game-Call Of Duty MW2
Gibba gobba
17
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Joined: 21st Dec 2008
Location: regret
Posted: 17th Sep 2011 23:20 Edited at: 30th Aug 2017 10:08
@defiler Yes! That's exactly it!
Dark Frager
16
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Joined: 16th Mar 2010
Location: The Void.
Posted: 18th Sep 2011 01:02
I've also noticed, when the FPS on FPS Creator drops, instead of the game becoming choppy, it kinda goes into slow motion if you know what I mean.

[CENTER][/CENTER]

Gibba gobba
17
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Joined: 21st Dec 2008
Location: regret
Posted: 18th Sep 2011 02:13
Yeah, that's not good.

Hello one and all...
defiler
17
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Joined: 4th Apr 2009
Location: Canada
Posted: 18th Sep 2011 03:00
it can be good if your game revolves around a species that has the ability to slow down time whenever it wants

Current Project: Lost Contact: Chapter 1
Gibba gobba
17
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Joined: 21st Dec 2008
Location: regret
Posted: 18th Sep 2011 03:21
Lol.

Hello one and all...
bruce3371
15
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Joined: 4th Aug 2010
Location: Englishland
Posted: 18th Sep 2011 03:38
Quote: "I've also noticed, when the FPS on FPS Creator drops, instead of the game becoming choppy, it kinda goes into slow motion if you know what I mean."


Personally, I like a game that turns into a slideshow - I believe it's called multimedia lol

Benjamin
23
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Joined: 24th Nov 2002
Location: France
Posted: 18th Sep 2011 06:59
I don't think it's the rendering that causes the slowdown, I've played pretty simple maps that have run ridiculously slow.



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Gibba gobba
17
Years of Service
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Joined: 21st Dec 2008
Location: regret
Posted: 18th Sep 2011 07:20
Are you sure that's not why? It's all that extra unnecessary stuff.

Hello one and all...

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