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Member
Portal Lag
When i tested my track on private match (although it's not a xsx), i got a big drop in frames when passing from the 1st to 2nd portal.
I've put this down to the big distance between the two portals.
I've tried reset to checkpoint instead of portal and reset to track but these don't look good and also in cp reset i appeared out of the ground.
Also tried moving first area close to second area but this just reduced the lag and didn't remove it. so is not a good solution.
Although this is a single player track it would be nice to not have this bug if it is played in MP.
i have noticed the in game tracks using portal don't have lag so is there a solution for this other than making them close.
if not ill release as is as it's (hopefully) fine in editor tests.
** Update
A custom camera with a wide view seems to be affecting it, changed to reduce the effect some what.
Reduced the amount of changes like ope's etc at the same time.
added 1 sec delay to portal.
the fps isn't consistant so it's hard to tell, but it seems a lot better but there is still lag there as you exit the portal.
i'll continue to reduce things happenning while entering/going through/exiting portal.
testing in editor with stats window, exiting portal went down to 13 fps.
after some changes this went to 45 fps (when camera changes to 2nd portal) but now with 1 sec delay it's at 60 when the rider actually exits.
But you can still see the lag effect.
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Banned
hi bud
The portals i find to be unpredictable in behaviour which i think was the reason it only found its way into the editor by accident which could be the cause of the problem , you mentioned using the reset to checkpoint which i find more consistent. Not too sure why you would be spawning from within the ground ( have you tried creating a custom spawn point ?).
If i am correct lag comes from drops in frame rate when the screen is to over loaded with particles and things , hence having a wider camera shot would mean having more on screen at one time. These are some of the things i try which sometimes work when this happens to me
Reducing the draw distance helps but not always perfect , also check if you can lower the particles of any effects used. I find that most effects can be reduced to alpha 50 and still keep a decent enough appearance. I have reduced some in the past to 20 and has seemed to not make a difference to the actual effect which completely cleared any lag. Lights are an obvious one , to combat this if i have multiple lights i tend to turn off the lights in the properties and use 1 point light to give the effect of 3 lights ( not too sure if this makes a difference ). Also keep in mind if you are using the exit and enter portal effects these also have lights on them and can be turned off also and again particles can be reduced.
Hope some of these help as its a bummer when lag appears and i always find it hard to completely get rid of.
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Member
Hi funk,
Portals themselves are ok, i did have an issue with disable after hit which kind of sliced my rider and killed them lol.
ill look at what you said about custom CP, not sure what that is. 
the lag comes from entering a new area. offloads the previous area and loads new area objects etc.
the frames drops are not really noticeable unless you play MP so its not a big issue.
ive deleted some effects that just weren't visible anyway. and i'm continuing to optimise so this all helps.
cant reduce the draw distance too much as i have to have the planet horizon model visible from the other side of the whole map so a bit tricky.
il check reducing alpha though it didn't occur to me this would reduce particles.
ive got most lights off (in particles) if i can find the blighter's.
cheers for the suggestions. nearly done.
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Banned
Cool bud looking forward to playing it
I guess there is no perfect solution to lag , just a course of checks and minimizing all thats on screen , they say putting everything on decoration is also good but again i almost had everything in decoration on one track that and it didnt make a difference. Shame about the draw distance because this has worked towards the solution for my self many of times.
On a plus note , the odd flicker that is barely noticeable doesnt take anything from a track anyway , i dont think anyway. Theres a few of my recommended tracks that have actually changed some of the postioniing of animations and look a mess ( must be to do with the cross platforming stage ) so the od clicker isnt always noticeable anyhow bud
.Oh sorry forgot to say what i meant about the custom cp , i meant that you can have your riders spawn in a line up and down your dl , you cant move him from your check point but you can move him up or down and rotate so this might help of he was spawning in the ground , just move the spawn point higher off the ground.