So I've been working on a new track for quite awhile now. And overall it's turning out great, good detail, could use more, but I'm constantly taking away and adding in here and there to make it not only look great but run great. My overall complexity is around 40% and I often get the "too many physics objects blah blah" error. One thing I've been doing, other than clearing objects that can't be seen from the driving line is also setting all objects that can't be contacted by the rider to "decoration only" under advanced physics. I don't really notice any performance improvement for the latter of the 2 things I've been doing to help with performance. Is there anything else I can do to make my track run smoother? For example, an idea I had that I didn't try was glueing and grouping all my background objects together as one object at the end. No clue if that'd help calculate my objects differently in a good or bad way.
Any tips/suggestions would be awesome.
p.s. - My tracks performance isn't terrible, no noticeable frame skips, or major slowdowns, just at point it feels like a minor bit of slowmotion is being added to the feel of the track. (is that a terrible thing if I can't improve this issue?)
try to reduce the physics buble (this can be done dynamicly too if needed
check the optimasion or pro tutorials
Have you tried to reduce the object view and distance view under environment settings? It may help. If there's only a little lag it won't make much of a difference as long as it doesn't interfere with the rider in any way.
check out RedLynx pro tutorial, its all about optimising.
Avoid pine trees, they have a huge effect on performance. Physics, glue, terrain mods and lights (particularly lights that casts dynamic shadows, which can be turned to static) also make things slower quickly if used too much.
Keep joint strength as low as possible. This has a huge impact on performance.
Also, if you've got XBL Gold, make sure to host your track in a private multiplayer race to test the performance before uploading.
I've actually turned entire pieces of track decoration only and created the driving line with a custom collision inside that 'decoration'. It not only helps me with complexity but also removes strange bumps and dips in my 'almost perfectly lined up' track.
KudosOriginally Posted by ARMUSARAN, also did you know that if you set the "Area Trigger" to "Contact Response" under "Advance Physics" it acts like a custom collision but with the option to test for collisions.