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.

Author
Message
Stevie
User Banned
Posted: 17th Feb 2005 07:13
Dont know whether anyone else has noticed this, but if ur running FPS, and then quit the program , to then run your exe, the game crawls....

I then rebooted, and loaded the game and it was decidedly faster. It seems the FPS programming is lingering somewhere in memory!
uman
Retired Moderator
20
Years of Service
User Offline
Joined: 22nd Oct 2004
Location: UK
Posted: 17th Feb 2005 07:17
I agree. TGC hopefully will do some more work on this and further work on level optimisations to help increase FPS.

I have found the prog to be excellent so far and the only concern I have for the future is FPS. i.e. speed of gameplay.
Music Man
19
Years of Service
User Offline
Joined: 14th Feb 2005
Location:
Posted: 17th Feb 2005 09:38
I have seen this problem too. The more you test your level, the more resources in memory seem to be used (similar to not unloading a form in visual studio). And the more you add or subtract and then test, the more all of windows (xp) seems to get sluggish.

For example, I made a 5 story building with walkways and a ton of baddies, 3 dynamic lights and a lot of static lights, and the entire thing slowed to a crawl such that even the opening animation (transition effect) was at like 1 fps - and then the game ran at a massive 2 fps. I took out the dynamic flickering lights and a lot of baddies (from 50 to 5) and windows xp continued to crawl and the game, although getting faster during testing (around 25 fps) - the interface crawled and the only solution was to reboot.

Mike
Logan 5
21
Years of Service
User Offline
Joined: 22nd Apr 2003
Location: Out using my powers for good, not evil
Posted: 17th Feb 2005 21:49
Definitely sounds like a memory leak, but I haven't noticed it.

Basically dark.
LeeBamber
TGC Lead Developer
24
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 18th Feb 2005 05:12
It could be a leak, something we will discover next month. It could also be memory fragmentation that will slowly chop up your contiguous areas of fresh untouched memory, and slowly make it harder for Windows to page in and out the memory it needs as fast as a fresh boot would. There are things I can do for V1, however the volume of memory you deal with when testing the game is still considerable and I have no easy way of hiding it. The two big offenders are textures and character entities. The later eats memory through the huge model and animation data chunks it needs. The only idea I had to reduce this effect in test game was to use dummy textures and models, but this made everything look visually poor and was not very useful in a test game environment. Some suggestions though:

When testing your game and want to keep memory hits low:

1. Switch texture quality to LOW. If you stay out of preferences altogether, you can go one stage further and open up the SETUP.INI file in the root folder, change the DIVIDETEXTURE field from 4 (which is LOW) to 16 (which will make most textures 32x32).

2. Leave adding characters until last (when your scene is finished), as this will speed up test performance and loading times.

3. Switch off lightmapping as this adds memory and a considerable amount of loading time each time you click TEST GAME.

I hope this helps, and if you coder boffs have any ideas how the test game can be configured to reduce the memory hit, shoot!

"We are the knights who say...eki eki eki fatang loopzoing, zanziga....ni"

Login to post a reply

Server time is: 2024-11-22 15:04:53
Your offset time is: 2024-11-22 15:04:53