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Banned
Optimizing skillgame performance
hello
Im not to sure if anyone wants to help me but i am stuck and really need some help so i thought i would give it a shot
ok my problem is performance in my track , well skill game to be correct. I am creating a first person story type game with mini games , menu structures and so on , everything was working sweetly and all of a sudden i started to get screen tear so i entered the feared radial system lol. Understanding i would find active objects peaking i also saw where the problem could be. The Dynamic modification was full blow red and at its peak , i understand it to be things that happen as you play. Now i am confused because 80 percent of logic is turned off and also being turned off after completion. I ave a few lights but not to excess and particles are low so on screen rendering doesn't or should not be the problem. On the other hand i am using a far amount of glued groups , which are being activated invisible and visible throughout the game but are spread far apart from one and other ( for menu structures and mini games ). Could this be the main problem ?. I am also using every control button on many occasions and turning them on and off as you play through to operate each structure at the time.
Understanding optimizing is really a tweak of everything in your track i am stuck and a little confused as to how performance works. I mean If dynamic modification means as you play , how does something that is turned off and of a later use have any effect on performance when rendering the game at a time when these aren't in operation. I ask because i don't understand the radial menu to a degree and its stats. Does dynamic modification mean at the time of play or does it mean overall and does it take into account animations running by ope's or any other form of logic the off or on status ?. I also understand that something's can be made more efficient by choosing static over dynamic shadows , now i know some lights have this function but does anything else ?
I am really deep into this project and really enjoying creating something other than a trials track and it still amazes me it can be done , i don't want this to cause any problems in its enjoyment.On completion i intend to turn down the environment lights because it is after all a scary game which does in fact hide the screen tearing but obviously if this is happening it will mean other complications , especially when this is still in the making and lots more to add
thank you for reading and i would really appreciate any help advice or tips which may eradicate this problem or at least reduce it.
Regards
Funk
Edit ... reading that again , it dawned on me that if the screen tear is not happening when its too dark to see the on screen surrounding objects because i have made the ambient colour very dark. Would this indicated that the underline problem could be the texture objects on screen , or does performance still render the objects even if they cant be seen on your screen until you get closer ?
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Senior Member
Check out the top post in the sticky section bro.
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Banned
thanks Nova i will check it out
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Member
Switching visibility on/off on a lot of objects will quickly hit limits. reduce the amount this happens to at any given time or spread it out.
i could take a look on share play if you want some time to see if i can spot any issues.
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Banned
thanks i wound i will take you up on that offer when its more focused and together , its still all in parts at the moment. I did find a post some way back in the level editor thread that has something regarding dynamic modification. sorry for the late reply i only just saw your post dude