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Vehicle models = bad performance in Torque

by Andy Hodges · in Torque Game Engine · 11/06/2006 (12:34 pm) · 3 replies

I don't know where to begin, so I'll just type away. Has anyone noticed the "shaking" that occurs with the vehicle models? I don't know if it's something that I'm doing wrong, or if it's "Milkshape", or my script. I'm using the stock "car.cs" script with a custom model. The model only has like 300 poly.

To make a long story short, I put 10 vehicles infront of me in the game. This changed my FPS from 140 to around 40 FPS. As I view the model in close range (it's hard to tell, unless you get really close to the model) I see what appears to be "shakiness".

So, if I remove the wheels from the script (but keeping the mounts in the model) my FPS goes back up to 100 FPS with all 10 vehicle models in my view.

I can't figure out what's causing this problem, or the shakiness. Has anyone else experienced this? Has anyone been able to fix this?

This is a serious performance issue with Torque. And no, it's not the model itself, I even tried the stock one and it does the same thing.

-Andy

#1
11/30/2006 (8:47 am)
I'm using TGE 1.5 and have no problems with the car.cs on a low end spec pc or high for that matter, 256mb graphics card, 1.8 ghz processor and 1 gig of ram. You say you have taken the wheels off, and it stops shaking, are your mounting points accurate enough because they may not link, and the shakiness you are getting could be down to that.
#2
11/30/2006 (9:43 am)
@Andy,

The drop in frame rate is probably because the vehicles do not have lower Level Of View to downgrade to when the vehicle is farther away. So no matter how far or close the vehicle is, the number of poly's is still the same. When you remove the wheels, the number of polys drop as a consequence.

The vehicle shakiness is something that I experience as well. I believe it has something to do with the values used for the springs and damping. If you play with them you should notice an increase of decrease in the shakiness.

Hope that helps.
#3
11/30/2006 (10:35 am)
@BigPapa

At 300 polys for his car model, I'm guessing that the total triangles of 10 cars shouldn't affect framerates that dramatically -- maybe for Weston's car, but not Andy's. If I were to guess I'd say it's how the engine handles the networked physics for multiple vehicles. I'm kind of clueless about that stuff though. Maybe Sam Redfern (who's doing a lot with cars lately) can offer some insight / anecdotal evidence.