Tackling Complexity & Lag
Im currently building a track for Vlads comp and am reaching the complexity limit and so thought I might ask if anyone has any tips for maxing out your build.
Ive read (think it was smeghead who said) that its a good idea to start using the in world objects as they don't increase the overall complexity, and that doing things like turning off lights once the rider has moved on can help with lag/screentear.
Does anyone know if you make stuff that isn't seen currently by the rider invisible until needed, would that help with screentear? Ie set up a distance from rider bit of code to turn on/off visibility of all objects until they are in range of the rider?
Also I think I remember reading that anything that wont intersect the physics bubble (ie background deco) is automatically in a decoration only state, is this true?
One last question, I have a few animations happening as the same time and ive noticed that at certain camera angles the object being animated can flash when it resets, I assume this is down to too many animations happening at once, because I know the object are moving to exactly the right positions (position date source). There must be a limit on the amount of stuff happening on screen at any one time, anyone else have problems/solutions?
Cheers
Re: Tackling Complexity & Lag
The animations going on might be 1 factor,but youve kinda mentioned everything to help reduce lag mate..decoration only background objects need to be done yourself,headlights off on your bike if not needed,turn static lights on only in view,then off again us something i always do..i also trigger effects on when needed,then off once i dont need them..i dont know if this helps though..
The invisible,visible thing doesnt do anything i dont think..ive asked this before..also,dont glue loads of objects together if you dont need to.So,all in all mate,i think youve got everything covered..Unless someone knows sonething else that could help....
Good luck..http://forum.redlynx.com/forum/image.../icon/wink.gif
Re: Tackling Complexity & Lag
Enable animations when you need them and disable when you're done (meaning no more impulses to the OPE). Try to keep the maximum amount of animations reasonable, like 10-15 at a time or less if you're animating massive glue groups. If the objects flash when resetting then there may be too many of moving objects in one scene (count everything in glue groups too). If you have physics joints set the joint strength value as low as possible checking that the joint still works as it should. Turning things visible/hidden will just create more lag and increases the checkpoint reset time. Check if there's too many looping effects or water planes visible. Adjust light intensity of light objects as low as possible. Reduce draw distance.
Re: Tackling Complexity & Lag
Thanks for the advice chaps, nice to know I'm not missing any obvious techniques and need to just be a bit smarter with my builds. I need to stop trying to add so much into sections, i am really impressed by those creators who can use a minimal amount of objects and still achieve a great atmosphere/theme.
Re: Tackling Complexity & Lag
There are some complexity-saving tips for you:
-Reduce unused draw & object view distance much as possible.
-Avoid using terrain shapes.
-Use 1 interval trigger for multiple animations. It can be done by passing impulses with "select event/filter" in the OPE.
-Use light & CP intensity low as possible.
-Use less trees & foliage and possible, because they use heavy animation that eats up complexity a lot.
-Never use seed buildings, they have high-complexity. Use individuals with enabled snap grid instead.
-Anything moving that is not needed to contact with the bike & rider or something, animate it instead of physics.
Quote:
Originally Posted by Fernanjoe
Also I think I remember reading that anything that wont intersect the physics bubble (ie background deco) is automatically in a decoration only state, is this true?
Yes, anything outside the physics bubble is automatic decoration-only, because the physics & surface isn't loaded.