1. #11

    Re: Why the lag?

    Originally Posted by flcnDrummer
    I've got enough deleted around the main track area that there is no background visible, but with the dust turned all the way up, and the light color giving the appearance of night, that shouldn't be too many should it?
    It's not too many room blocks. It doesn't lag the whole way through - just at specific spots. It looks like a lighting issue to me. The blue is VERY blue. Do you have a couple light objects on top of each other to get it that blue?
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  2. #12

    Re: Why the lag?

    The blue you're seeing is only the product of Sunlight Color > Blue, Saturation max, brightness minimum. and the same with Ambient color only with the Brightness all the way up rather than down. The only lighting used is to illuminate the tree, bushes, above the car in the driveway, and the light between the "shed" and "house".
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  3. #13

    Re: Why the lag?

    Originally Posted by flcnDrummer
    The blue you're seeing is only the product of Sunlight Color > Blue, Saturation max, brightness minimum. and the same with Ambient color only with the Brightness all the way up rather than down. The only lighting used is to illuminate the tree, bushes, above the car in the driveway, and the light between the "shed" and "house".
    Okay - do you have a lot of objects glued together there? I can't get past that obstacle, so I can't tell what's ahead. If you've glued a lot together, it can cause a lot of lag too.
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  4. #14

    Re: Why the lag?

    That's definitely the issue then. Basically, what I've done is create larger cages than the ones in the "cubes" section, by gluing four pieces of chain link to four posts, and duplicating to get the desired amount of "rooms". But if that were the whole reason, the whole track should lag I would think...

    Btw, for the first object, you have to ride up the ramp, flip over the top of the dynamite box on the I-beam, then the wall will... "remove itself." We'll go with that.
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  5. #15

    Re: Why the lag?

    Originally Posted by flcnDrummer
    That's definitely the issue then. Basically, what I've done is create larger cages than the ones in the "cubes" section, by gluing four pieces of chain link to four posts, and duplicating to get the desired amount of "rooms". But if that were the whole reason, the whole track should lag I would think...

    Btw, for the first object, you have to ride up the ramp, flip over the top of the dynamite box on the I-beam, then the wall will... "remove itself." We'll go with that.
    I did manage to finish the track. It was just very difficult to make that backwards just with the lag.

    I'm pretty sure that it's the glue that is causing the issue. It happens mostly when you go between or get near the pillars that are all over, which is close to where I assume the glue would be. When you go "underground" there is very little lag in comparison, and you don't have those cages all over the place. It can be time consuming to fix this, but chances are you won't have to unglue all of them to stop the lag.

    If you are not familiar with ungluing, hold down the multi-select button (it's either left or right bumper) and select ONE object (that is glued to others). Press up, and then choose the Glue option from the menu. Deselect the objects that it is glued to, and then save.

    Try this is an area first, and then test it. If it still doesn't work, then we can try something else, but this definitely sounds like the culprit to me.

    Just a tip - don't glue things unless you absolutely have to. It uses up track memory like crazy, and you'll run out of space to put more objects in. Most of the time, you should only glue when you have objects with physics enabled that need to move together. If you glue things to make them easier to copy, remember to unglue them.

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  6. #16

    Re: Why the lag?

    I greatly appreciate the advice and the dedication to the task! I'll tweak it some tomorrow hopefully and repost my results. Thanks again!
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  7. #17

    Re: Why the lag?

    lights that cast shadows + fences is always lag unless you tweak placement till perfect. also, brightness from any type of lights on certain objects (usually metal ones, or anything highly reflective) is lag. bring light away from shiny objects until the lag is gone, boost brightness back up for the effect you want if you need. lights in too close proximity with each other makes lag and/or block glitch. my sweet spot for lights is brightness notch underneath the SS in brightness, adjust as needed.

    basically be careful with your fluors/lamps (the lights that cast shadows) placement and brightness, they are the biggest pain in the *** for lag. even if its just 1 light shining on a single wall block, all it takes is a light angle that casts a bunch of small shadows and a bit of complexity/effect in that block to slow down the spot.
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  8. #18

    Re: Why the lag?

    Okay, I unglued everything and am still having lag but I think I noticed a pattern! Every time that the headlight of the bike shines on a section of chainlink (directly in front of me) it produces lag. For instance, in the part just after the shed, where you run up the curved metal to hop the wall and head into the basebement, if you fail to clear the wall, and backflip out, the lag dissipates when the headlight of the bike shines upward and onto the metal plating that creates the ceiling, then comes back again as soon as it hits the chainlink.

    Given this circumstance (which I find odd as I've never noticed problems with light and fence before) if I replaced the fencing with wooden panels, that should work right?

    Edit:: Nope. Now I'm thinking the game camera just doesn't like to be close to chainlink, so put cameras out farther and it cut down some. I also removed a couple pieces of fence that the camera had to look through but the lag still isn't gone. I uploaded an updated version of the track if anyone wants to have a go at this. I even tried to change the color of ambient and sunlight and no improvement. I'm scratching my head here.
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