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Post by Grim on Oct 27, 2006 10:52:20 GMT -5
It's most likely the books, since like, two weeks ago, I was creating a store as an enterable building for some thing I'm working on, and I made a bunch of random custom textures for boxes and cans, and I only had, say, nine or ten custom ones, and then I just used a cubed in game, applied teh texture, and made it a static mesh to make it easier to move, and it really slowed down even my computer which hasn't had a problem yet with any other map yet, it wasn't a major slow down, but it was noticable, when I wasn't looking at the building or in it, it ran better, when I was it moved slowier, so just deleted a bunch of them, and continue to delete till you think your performance runs better. Actually, try improving your frames per second (FPS), when in-game, load up the console " ` " (the key before the 1 usually), and type in stat fps, and hit enter, then run around your map and it'll show you your frames per seconds, you should aim for 30-40 FPS a second if you can, that'll be an average FPS, if it starts hitting 20 and lower, it'll be a very noticable performance drop, so yeah, if you do that, test it that way, then remove things, build, save, and test it again the same way, you should, depending on your computer anyways, see the FPS rate start climbing with less objects.
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Post by el'PiX on Oct 27, 2006 13:16:05 GMT -5
I'm not an expert in the field, but how would something custom make any differance?
They all load from different packages.
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Post by Abyx on Oct 27, 2006 13:45:50 GMT -5
I believe it had something to do with the fact that the custom items were scaled down versions of the player models, and they weren't modified in anyway to reduce polys.
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Post by Grim on Oct 28, 2006 8:47:03 GMT -5
It wasn't the player models that caused it, since I never technically had those about for it to render when it started going slow, it was the cans and etc, and custom textures could cause it, because textures are usually BMP format, at least, the normal way, so when you add a bunch of BMP files, which are usually 1.3MB or bigger average size because BMP sucks at compression, it causes performance issues, since, they are all stored inside the actual map unless you put them in a package file which everyone would have to download.
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Post by el'PiX on Oct 28, 2006 17:11:35 GMT -5
I still don't see how that changes anything. It's the same information to load
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Post by Grim on Oct 28, 2006 18:28:16 GMT -5
Meh, it's just too much for the engine to process well basically, as'well as computers, if you have a bunch of red and white colored walls, it'll process harder then having just red walls, isicne it has to define color more, and the more rich in color you get, the more it processes, the more color you have of the same color, causes it to process more still because the game doesn't combined things as one, it makes them all seperate, so each time, it has to RESEARCH the same object over and over again basically, so 10 cans of pepsi, fancy coloration, all in a bunch, causes it to work harder because it has to find all ten of those fancy pepsi cancs and display them correctly. And when things happen to be bunched together, say, when you put in a bunch of custom static meshes into "myLevel" onto the thing, it intergrades into the map, meaning, it has to use that file over and over again, the bigger the file there is, the more it has to search through. Hence why things are in ceperate package files, it has less to sort through since each pacakge file is saved for a certian thing, if you take al ook at the static mesh package files for Alex's official maps, they're not all in one "Static Mesh" file, and then seperated into groups. They're different packages, which makes maps run faster since it has all the stuff it needs, in one package, but the package only has what It NEEDS, not extra stuff to dig through. Get it now?
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kai
Clot
Posts: 37
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Post by kai on Oct 31, 2006 11:41:02 GMT -5
Ooook.. I ran around my map with my "fps" scanner.. lol. Well I found out that it isnt lagging in the cellar and the school alltogether but on the outside of the school it gets bad. Soo is it possible that you see too much sky? I could start skaling down the textures (less pixels, less colours) or I start deleting the books.. it always hurts to delete.
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Post by Grim on Oct 31, 2006 15:40:29 GMT -5
well if it runs FINE inside near books, it could be just the windows. So it could be some thing with the sky or maybe the sun or etc, just some lighting or effect that is primarly outside that's too much. Also all the trees you can't get to, try turning their collision off, tat'll help.
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kai
Clot
Posts: 37
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Post by kai on Nov 1, 2006 14:45:42 GMT -5
oook, I fixed the Lighting outside (thanks a lot for the hint grim) I think i reduced 50% of the lagging issue but now it gets complicated.. I took some books away and it still lags (maybe more books) but in the cellar (in a hallway, nothing but my textures, pictures, lamps, two coronas and one lighting actor) it still lags, same with the middle garden.. I will make th textures smaller and then I`ll see, if this wont help I needyour help again.
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Post by Antigod on Nov 2, 2006 4:41:07 GMT -5
Hi all
Just thought I'd let ya know that we tried to run KF-School at our LAN party on Sunday, it was far too laggy even on top spec computers, outside was near impossible to play, inside not as bad but still very laggy.
Hope this helps
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Post by Grim on Nov 2, 2006 8:09:04 GMT -5
Well that's because he's still fixing performance. And also, I have really NO clue what you guys call top computers, because mine runs perfectly fine on it, and it's not that top of the line anymore. But anyways, I'm trying to help him along with a few other people over the internet and I think by the next release, it'll be perfectly runnable on average computers (for UT2004)
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kai
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Posts: 37
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Post by kai on Nov 2, 2006 13:45:58 GMT -5
hey Antigod and thanks for trying out the map with your friends, Im sorry to hear it lagged too much. Yeah and as grim said "what do you call top computers?" It runs fine on mine (which is why I didnt realize anythingw as wrong.. Im working on it, but I really dont know what to do. I removed all the textures just to check what would happen and it still lagged.. could the lagging occur because I didnt use the terrain tool but just placed static mesh grass?
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Post by Grim on Nov 2, 2006 14:33:30 GMT -5
no, it wouldn't be that. But try turning off all the collision on the grass if you haven't already, that should be a pretty good performance enhancement. Same with the trees as I mentioned earlier, at least only the ones you can't move to. If you want, you could possible send me an e-mail of your current build and i could take a run through of it with the editor when I get home and see if I can pinpoint the problem of lag for you, then show oyu it so you can fix it yourself (for learning experience )
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Post by painkiller on Nov 2, 2006 16:27:28 GMT -5
WoW! Very nice lol
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kai
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Posts: 37
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Post by kai on Nov 3, 2006 9:59:25 GMT -5
erm.. thanks painkiller.. just wait with the download, please ok, grim, yeah I´ll send you a built, just PM your Email address! I did a good change by the way: the map schrinked to qarter its size and you cant even see it.. I skaled down all the textures! still doesnt fix the lagging but 100 mb for a map is redicolous! Ok, Ill turn of the collosion of ALL books (muhahahaha) oh and the collosion of the grass is allready turned off, otheriwse you would always run againbst it and not through or what do you mean?
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