1. #1

    Stuff that confuses me.

    1. Why does the statistics overlay still show lights even when turned off. (lights with no dynamic option are not counted when turned off but lights with dynamic shadow are always counted regardless if you set shadow to static and turn them off.) So does turning them (dynamic lights) off really do anything or am i just wasting time placing triggers everywhere to turn them on and off?

    2. Glue groups. Is it more effective to make glue groups to reduce possible lag or better to disregard the red message that says "too many objects, and you might fall through them". So basically should i care about the visible object meter going full red in statistics overlay or not? I can not tell if it takes more processing for glue groups instead of just having all of them as individual objects. And im talking about 80 objects for 1 wall which moves slowly when glued as 1 but i can move it faster if i unglue and just group them. Which might indicate that glue groups take more processing power then unglue'ed groups.

    3. Is there like optimum range for spacing objects. I tend to have bunch of small objects together and this makes the complexity meter go up very fast by big chunks. So maybe there is also like a maximum amount of objects that i could keep in mind but it kinda sucks that i can have 60 objects spaced out and complexity barely goes up but placing them close together and it can take up 5%-10% complexity for same amount of objects.

    4. Is the complexity meter the most important guideline for reducing possible lag? I have tracks with less then 50% complexity but still sometimes that red warning message shows up and it really bothers me that i do not know what is actually more important. Do stuff to get rid of the message or just ignore it?

    5. How much processing power do environment settings take up? Like clouds,sunlight,fog,wind etc.. It doesn't seem to show in the complexity meter but no idea though.

    6. The windforce setting for me seems unlogical i can not make trees move all the time like in a storm. Even at max setting they can be perfectly still for 15 seconds then shake violently. So how do you create a storm effect where the trees are always moving?
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  2. #2
    1. Turning off lights helps a lot in game, the statistic overlay is not always 100 percent accurate from my experience.

    2. Glue groups are for Object position events and such, you want to group objects that are not going to move.

    3. Not sure

    4. The red warning message appears on pretty much everybody's track, it is a glitch, nothing to worry about, it did the same thing in trials evolution. Effects, and lighting create alot of lag if not used properly, especially if a lot of objects are in the level. You can have around 15000 objects and no lag as long as you put the level together well, but when you add lighting make sure to space it out properly and not overdue it.

    5. Answer in previous comment.

    6. Only used the windoforce setting once in my track on ps4 and it worked perfectly for me, but I honestly don't know the correct settings for it to work properly. I noticed pine trees and certain bushes blow the most in the wind, but some bushes and trees almost blow not at all.
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  3. #3
    Thank you very much, TheSlimReeper. Not sure what i am doing wrong with the windforce if it worked perfectly for you. I never been able to get the effect of continuesly wind effect. But nice to know that different trees and plants get effected differently.
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  4. #4
    Azazel_VI's Avatar Junior Member
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    3. It depends on how much you put into a group, it counts as a single object, that means if you were to save that object as a model in favorites, it counts as taking a piece out of the object menu, the game kinda works like that, it would matter how complex and what certain objects you take into the group, the game also has to read more data with glue groups. Seeing more objects at once will partially render the level and what you see. Having more objects on screen will take longer for chunks to load.
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