Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / -Frames Per Second Enhancing-

Author
Message
FrostBite Studios
13
Years of Service
User Offline
Joined: 12th Aug 2012
Location: Studio One
Posted: 16th Aug 2012 09:04
Well I have FPSCx9 on my laptop, and I was wondering if there was any ways to help frames per second. I can imagine that there are mods or maybe little settings you can change to help. But honestly, this is not my department of gaming.

I use an old Toshiba Satellite Laptop that I obtained through a garage sale. I will post the system specs now:

Processor: Intel(R) Core(TM) Duo CPU T2350 @ 1.86 GHz 1.87 Ghz
Memory/Ram: 1 GB
Type: 32 bit

Now I know this is a horrible laptop for gaming, and in general. As well, I know that the FPSC engine is not the greatest. But if I can run Portal on standard setting and get 35-45 FPS, I am sure there is a way to help FPSC FPS. Could you maybe mount your work to another engine? Like Unity for example?

All in all, I am just asking about mods or things that help FPSC FPS.

----------
Troutflies
15
Years of Service
User Offline
Joined: 24th Feb 2011
Location: Stuck outside my map.
Posted: 16th Aug 2012 11:56
Well if you don't have it get the 119 upgrade. The wasp mod (which IMO was the bed mod for speed increases)was integrated into the upgrade.

Do a search for the community guide pt 1.
There are several helpful tips for optimization as well.

A few pointers:
Try not to make long straight hallways. Engine doesn't render, though there are exceptions, what the player can't see.

Spawn enemies on the fly

Make your environment simple but convincing. For example will a warehouse still look like a warehouse if it had ten crates instead of twenty?

Use the tab button and the [ ] keys in the test game to see where your consuming the most rescources.

Even if you don't want to learn to model. Get blender (it's free) and just learn to make billboards
It's easy, It'll take a little work to learn. There are some gre
at tuts out there
What I me mean by billboards is let's say for example your level takes place in a building with a few windows that look out onto a city street. But the player will never get out of the building hes in. So why use up fps generating a 3 dimensional building, when the player will never know if it's a real building or just a picture of a building?
Let's say and building entity it 500 polygons (kinda high for a building entity)with 1024x1024 A billboard can have up to, you ready 1-6 polygons and seeing as how the player won't get close enough to be able to tell. You can start with a 2048x2048 texture down to 512x512 at final export.

One more thing then I gotta get some sleep.

If your level takes place completly indoors with no view of the skybox? Why you a detailed skybox?


Hope this helps
Scene Commander
Support Manager
18
Years of Service
User Offline
Joined: 3rd May 2008
Location:
Posted: 16th Aug 2012 20:59
I'd suggest updating to the latest beta 20.3 as it is, and I have to admit it myself, far more stable than V119.

Login to post a reply

Server time is: 2026-07-03 15:30:56
Your offset time is: 2026-07-03 15:30:56