Need help with Lag test of unfinished map.
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Need help with Lag test of unfinished map.
This new map I'm working on seems to be a real PC killer<like 20-30fps on my PC>. Just wondering if my new project is a bit too big. If so I am gonna scrap it and start new. I was hoping if you guys could D/L it, test it out on your system, let me know what frames your getting. Also any suggestions/ideas would be appreciated.
This map is FAR from being finished, all the destrucatbles in the map are working. The shield gen in the reb city brings down the shields when destroyed. The autoturrets aren't linked on the reb side yet. The imps auto turrets are. Thanks in advance.
Filefront:
http://files.filefront.com/Lag_Test/;51 ... einfo.html
This map is FAR from being finished, all the destrucatbles in the map are working. The shield gen in the reb city brings down the shields when destroyed. The autoturrets aren't linked on the reb side yet. The imps auto turrets are. Thanks in advance.
Filefront:
http://files.filefront.com/Lag_Test/;51 ... einfo.html
RE: Need help with Lag test of unfinished map.
I didn't get any lag, but I have a high def comp so maybe...
(I didn't go into the forest yet so...)
(I didn't go into the forest yet so...)
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RE: Need help with Lag test of unfinished map.
only lag i got was in the forest. remove some trees maybe?
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- Jedi
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I only have a 275mhz vpu with a 256mb buffer, Nvdia something from '3d fuzion' .
I didn't get any lag except when I looked at , flew over or walked through the forest. With low settings too. However your map still looks fine at LOD 17 View !7 so you've obviously been messing with the nearscene farscene stuff.
I have a unique solution that I have never seen done before, that should by all means work; and it looks like something you are capable of doing. (if you can't 3d model, ask someone)
The Solution is as Follows
Create a 'false front' for the forest. A large rectangular .msh with a treeline texture, but that only has an LOD model/ whose hi res model is transperent. Both elements of the model have no collision. Do the same for a tree top model.
If my theorising is correct, the end result would be that flying over the trees or looking at them from afar wouldn't cuase such an fps hit, but once you get within the distance defined by the user's LOD settings, the false tree line would vanish to reveal the fully rendered forest forest.
I urge you to at least try and impliment something similar to this at least for flying over the thicker bits of forest-you can't see much anyway. You could even use a vertical screenshot of your map for the texture.
Potential Flaws:
I'm not really sure if a transparent model can have a visible LOD, but there is probably a work around using portals and sectors.
This could take some work, like tweaking the sectors and portals to take the most advantage of this, but for such a promising map, I wouldn't want you to have t sacrifice such a lush forest for performance.
I didn't get any lag except when I looked at , flew over or walked through the forest. With low settings too. However your map still looks fine at LOD 17 View !7 so you've obviously been messing with the nearscene farscene stuff.
I have a unique solution that I have never seen done before, that should by all means work; and it looks like something you are capable of doing. (if you can't 3d model, ask someone)
The Solution is as Follows
Create a 'false front' for the forest. A large rectangular .msh with a treeline texture, but that only has an LOD model/ whose hi res model is transperent. Both elements of the model have no collision. Do the same for a tree top model.
If my theorising is correct, the end result would be that flying over the trees or looking at them from afar wouldn't cuase such an fps hit, but once you get within the distance defined by the user's LOD settings, the false tree line would vanish to reveal the fully rendered forest forest.
I urge you to at least try and impliment something similar to this at least for flying over the thicker bits of forest-you can't see much anyway. You could even use a vertical screenshot of your map for the texture.
Potential Flaws:
I'm not really sure if a transparent model can have a visible LOD, but there is probably a work around using portals and sectors.
This could take some work, like tweaking the sectors and portals to take the most advantage of this, but for such a promising map, I wouldn't want you to have t sacrifice such a lush forest for performance.
okay, I went through the forest and there's no lag for me, except when I zoom in as an engineer approx. 3 metres away from the edge.
That's a brilliant idea ace, great thinking!
Off topic: {yay post 333!}
PS- What's this object and where's it from?

Edit: omg! how many times do i have to edit one post!
That's a brilliant idea ace, great thinking!
Off topic: {yay post 333!}
PS- What's this object and where's it from?

Edit: omg! how many times do i have to edit one post!

I really liked the map, but the only thing is the lag, I read that the ones who tried it only lagged (?) inthe forest, well, the map goes slow in everyplace, but in the forest I can barely move due to the lag (I'm just saying what happened to me, my PC isn't the fastest one), but you should consider removing some trees.... Just had an idea, will reduce the quality, maybe that way it will speed up
Wow, this is a really great map. It had a real war like feel. Flying in the tie bomber, with the rain in front of you or running across that big feild with the turrets shooting at you really brings you into the moment. I cant wait for the release.
I think the Rebels need more ships though. Multiple tie bombers against one X-wing at a time, is an unfair advantage. As far as lag goes, it was everywhere, but the only place where it was bad enough that it effected the gameplay was in the forest.
I think the Rebels need more ships though. Multiple tie bombers against one X-wing at a time, is an unfair advantage. As far as lag goes, it was everywhere, but the only place where it was bad enough that it effected the gameplay was in the forest.
I'll rebuild the map, and make it smaller. I really wanted that war like feel. But unfortunatly unless you have a top end PC you wont be able to play it once finished. Cause I was planning on having most of the buildings blowup when hit by bombs and multiable anti-air turrets in the city controled by remote chairs(like in space)