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StoneCold
18
Years of Service
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Joined: 16th Dec 2005
Location:
Posted: 24th Dec 2005 00:28
hi all, merry xmas to everyone!
i am having a problem with the frame rate. i built a quick level using the laboratory scenery, i have made the layout of the level but not added any entities, when i tested the level it runs sweetly until you get to certain parts of the level which drains the frame rate between 0 and 4 and then returns to normal and then you get to another part and it does it again! its not really big and there are no enitities, it does it on the same places. i do not know why it is doing it and i want it to stop. anyone have ideas?

//**JaMiE wHiTe**\\
Nigezu
18
Years of Service
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Joined: 25th Nov 2005
Location: Oulu, Finland
Posted: 28th Dec 2005 15:58
I have an idea!
FPSC is soooooooo slooooooooow.....

Intel Pentium 4 Processor 519 3.06 Ghz, 1536 MB DDR, Ati Radeon 9550 256MB
Vlad
19
Years of Service
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Joined: 5th Oct 2005
Location:
Posted: 28th Dec 2005 16:23
Unfortunatelly StoneCold there are some engines issues.

Fortunatelly some are being addressed by some nice people that are doing some coding over the engine.

The only way out at the moment is to take your time to make a "better" level design. There are some considerations about it on the PDF file inside the CD or downloaded zip.

I'm pretty sure I know everything. Doubts are something rare in me and I am never wrong, as this signature can prove.
Les Horribres
19
Years of Service
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Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 28th Dec 2005 16:24
windows.

Merranvo, The Cool One

Anti-Noob Justice League, an ANJL of Mercy.
StoneCold
18
Years of Service
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Joined: 16th Dec 2005
Location:
Posted: 28th Dec 2005 18:07
its a shame as it ruins the gameplay.

//**JaMiE wHiTe**\\
Harry Harrison
19
Years of Service
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Joined: 25th Oct 2005
Location: NJ
Posted: 29th Dec 2005 14:56
sounds like leaks to me... I've had many many problems with this also. Try rebuilding the section or sections of the map where the slow down occurs(one at a time). But be aware that fixing one leak can cause another one or two to crop up in diffrent parts of the map. And as mentioned above.. make sure you limit the amount of "map" you can see through any window you might have.

goodluck!
GGardar
19
Years of Service
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Joined: 23rd Sep 2005
Location:
Posted: 30th Dec 2005 14:08
Use pre-rendered corridors, and fake window's only use windows were the player has a opjective connected with it. And have all thing static exept thing that are opjective. And do you have a slow computer ?

pc. Cpu: 3000 amd xp+ ram 2gb
Les Horribres
19
Years of Service
User Offline
Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 30th Dec 2005 18:31 Edited at: 30th Dec 2005 18:32
Actually, I tested this out, ALL Windows act as real windows. So don't use windows at all.

I have nearly 200 dynamic objects (perhaps more) all with physics on. And last count of all objects was 275. True they use up a little memory, but well built maps can handel it.

And we come to well built maps. Did you know, that you should NEVER build in a strait line? This causes MASSIVE slowdowns. Build crooked, and build under (2 layers) but don't build strait.

Lights don't cause enough slowdowns to matter, except if you have terrible slowdowns already, but dynamic lights, those are problem makers.

Prefabs? No, those don't do anything. and have been known to cause problems.

I really should rebuild my map, but I have SOO many entitys placed, and soo many scripts attached, and soo many lights placed, and all of these settings everywhere that it would take 3 days to put it all back together.

And remeber, Doors and windows are leak centrals.

Merranvo, The Cool One

Anti-Noob Justice League, an ANJL of Mercy.
StoneCold
18
Years of Service
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Joined: 16th Dec 2005
Location:
Posted: 30th Dec 2005 19:03
cool, i shall try and fix these 'leaks'
cheers for the info.

//**JaMiE wHiTe**\\

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