1. #1

    Track Performance: Any tips?

    Hi,

    I'm designing a skill game and it's getting quite large. Some parts of it don't run as well as they used to. I'm using some limitation of the physics activation size, but I wanted to know if there are other tricks?

    1. Are there any general tips for optimization?

    2. What causes the most drag on the system during play? (joints? number of objects? rules?)

    3. Can the performance be improved by deleting the extra objects that come with the map? (houses/baseball fields/etc)

    4. How much does the "fast object" tag affect performance?

    Thank you in advance.
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  2. #2

    Re: Track Performance: Any tips?

    I know that lights are heavy users of performance, and Grass 1 is bugged and causes lag issues also.


    Big glue groups can mess things up too.
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  3. #3

    Re: Track Performance: Any tips?

    Thanks.

    I have a lot of glass that breaks in my level. I suspect that causes a big drop in performance.
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  4. #4

    Re: Track Performance: Any tips?

    Originally Posted by maxxrafen
    Hi,

    I'm designing a skill game and it's getting quite large. Some parts of it don't run as well as they used to. I'm using some limitation of the physics activation size, but I wanted to know if there are other tricks?

    1. Are there any general tips for optimization?

    2. What causes the most drag on the system during play? (joints? number of objects? rules?)

    3. Can the performance be improved by deleting the extra objects that come with the map? (houses/baseball fields/etc)

    4. How much does the "fast object" tag affect performance?

    Thank you in advance.
    1. Grass and trees seem to cause a ton of lag if there are a lot of them. Try to use as few as possible.

    2. Lights! Keep them to a minimum as well.

    3. I don't think so, I've tried it. Selecting an object that's no where near your track will increase the complexity, deleting that object will return the complexity meter back to where it originally was. That would suggest that it is pointless.

    4. Dunno.
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  5. #5
    Jarr3tt88's Avatar Senior Member
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    Re: Track Performance: Any tips?

    Make stuff deco only thats not on the driveline. Hide/appear (visibility event) sections of tracks having lag issues.

    No physics = no glue.....alot of people forget this. Just use the new grouping, not sure if that causes also, but if so just ungroup everything in the final version before saving any favorites you might want
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  6. #6

    Re: Track Performance: Any tips?

    Thanks buttcheekofdeth,

    Regarding trees and performance, is that only in the part of the track you're currently on, or does every tree decrease the performance of the whole track?
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  7. #7

    Re: Track Performance: Any tips?

    Don't use physics unless it's really needed.
    You can achieve the same effect in most cases with object position events if you animate it correctly and it will be much lighter in terms of track complexity.
    It's time consuming but the performance advantage is worth it.
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  8. #8

    Re: Track Performance: Any tips?

    Yea, I've been using object position for cameras and effects. Trying to keep the joints to a minimum.

    One thing I've noticed is that lighter (mass) dynamic objects seem to perform better, at least where joints are concerned. Is there any explanation or reason to this?
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