Low framerate
by Radoslaw Marcin Kurczewski · in Torque Game Engine · 08/26/2003 (2:53 am) · 4 replies
Hello,
We have a problem with really low framerate in terrain based levels. It's a racing game so we use vehicles and it looks like they make fps dropping also - why?
But probably something else is our main trouble, because when we replaced car with some human character, fps grew about 5 frames only.
Usually we have about 14 fps! Even in almost empty level, no objects - only terrain, we've got about 25 fps.
What should we do to increase fps?
Best regards
Ania
We have a problem with really low framerate in terrain based levels. It's a racing game so we use vehicles and it looks like they make fps dropping also - why?
But probably something else is our main trouble, because when we replaced car with some human character, fps grew about 5 frames only.
Usually we have about 14 fps! Even in almost empty level, no objects - only terrain, we've got about 25 fps.
What should we do to increase fps?
Best regards
Ania
#2
Thanks for response.
I discovered that changing color depth from 32 to 16 and setting less sky visibility value made a huge difference to my fps!
On my system with Riva TNT2 it grew from 14 to 24 fps.
On computer with GeForce2 MX change was a bit more spectacular: from 15 to about 36-42 fps :)
I found also that our tire emitter was very "heavy".
It's much better but if I have four cars in front of me, framerate drops by about 12 frames.
Our cars have respectively 2581, 4433 and 1756 polys. Additionally each wheel has about 200 polys
(it means extra 800 polys per car).
Do you think that models are too heavy and optimization can help in this situation?
Best regards
Ania
08/27/2003 (4:21 am)
Hi,Thanks for response.
I discovered that changing color depth from 32 to 16 and setting less sky visibility value made a huge difference to my fps!
On my system with Riva TNT2 it grew from 14 to 24 fps.
On computer with GeForce2 MX change was a bit more spectacular: from 15 to about 36-42 fps :)
I found also that our tire emitter was very "heavy".
It's much better but if I have four cars in front of me, framerate drops by about 12 frames.
Our cars have respectively 2581, 4433 and 1756 polys. Additionally each wheel has about 200 polys
(it means extra 800 polys per car).
Do you think that models are too heavy and optimization can help in this situation?
Best regards
Ania
#3
It sounds like you could benefit from some optimizations to the particle engine, however.
08/27/2003 (4:57 am)
I think that for a GF2, you might consider turning down your level of detail settings. If your models are properly LOD'ed, you should be able to turn down the detail settings without losing too much detail... and hopefully with a pretty big gain in performance.It sounds like you could benefit from some optimizations to the particle engine, however.
#4
Also, look through the .plan files for Chris Fagot's posts about optimizing the engine. I haven't updated to HEAD in quite a while, so I don't know if his optimizations ever made it in there or not.
08/29/2003 (11:19 pm)
Look through the resources, and there's two of 'em in there that I created for the particle engine - one of them is an LoD system that helps alot if your have any large particles or particles up close. Also, look through the .plan files for Chris Fagot's posts about optimizing the engine. I haven't updated to HEAD in quite a while, so I don't know if his optimizations ever made it in there or not.
Associate James Urquhart
Examples of options to change are in my "Advanced Options Dialog"
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=3426
The next thing is, whats the polycount on your car models? Do they have detail levels? Whats the system you are testing this all on?