So here's the deal, I have a track that's close to being complete but when I play from the beginning, I notice parts that slowdown and lag terribly BUT when I start from a checkpoint, the track plays smooth as silk without s single drop in the framerate.
What causes this? Is this going to be a problem for other players when the track is uploaded? Any tips on fixing this? Thanks in advance!
Is the lag before the first CP? If so its just that section that needs fixing. Other than that, I'm not sure why it wouldnt lag all the time or not at all tbh. Seems like a strange one to me. Maybe try testing in MP and see if its just an editor bug?
The lag occurs through-out the entire track but ONLY if I start from the beginning. If I restart from the first checkpoint (or any checkpoint), the track runs super smooth. It's really strange and I'm concerned that it might ruin the track. I'll probably try tweaking a few things and testing during multiplayer.
*shrugs*
I don't know what it is. I've set all non-moving items in the background to decoration only and have cut down tremendously on the particle effects and various objects in the background and the issue continues. I've also decreased the object viewing distance and haven't increased the size of the physics bubble or the bike's headlight intensity. I don't have areas with too many light sources and have very little foliage.
If I start the track from the beginning, it chugs along in various spots but when I load a previous checkpoint and play the exact same spot, it runs flawlessly. From the beginning to the first checkpoint, it also runs smoothly.
hmm, I had something similar in my track "Walrus Quest", sometimes in certain spots in the editor it would lag up, but when i went and tested it on multiplayer it never did. I ended up removing a lot of scenery and making everything decoration only, didnt help much. Got down the complexity though lol. Anyway, it seemed it would do it more often whenever my xbox was on longer. I ended up releasing the track and just hoping for the best, and it runs fine outside the editor.![]()
Do you have any triggers or physics object before the first cp? If so, they may be activating and acting up. Then it wont do it if you dont start from the beginning because it never goes inside physics bubble, or you never hit the trigger.
I have this issue with my track Donz Mega Pizza, I build a little physics sequence where a tire hits a plank, plank launches a can into other can that falls on a ski that launches a last can unto a barbeque. It works like a charm everytime except when you make it to that point with no faults because somehow the ski drops into the ground... I couldn't fix it no matter what I tried and figured it would be a reward (since that last can triggers a fire) for those who did get there without faults. But I would really like to know what makes my ski dissappear.
I'm glad to hear the issue may be nonexistent when the track is uploaded. You made a good point about wonky physics items before the first checkpoint so before you reach the first checkpoint, I set up an area trigger that would disable all physics for the items that were previously activated. Sadly, this didn't change anything.Originally Posted by SwiftHobo
Also, the game was designed to not process physics outside the physics bubble so I technically shouldn't even have to disable the previous objects :-\
do you have alot of terrain mods? They lag tracks madly. Do you have the lights turned off until they are in view and turned off when out of view again? Other than these guesses i'm baffled.
I have some terrain mods near the beginning of the track (before the first checkpoint) but it's not much and I encounter no lag or slowdown when playing this part.Originally Posted by h3x23
The track in question is Tornado! 3! so I want everything to be perfect.
I played it in a multiplayer session last night with a friend and the lag was absolutely atrocious with all the physics so that didn't do much to ease my concerns.
Let's say the track looks like this with the numbers indicating checkpoints:
Start---1---2---3---4---5---Finish
If I play from the start, 1 through finish has noticeable lag and slowdown. If I play from 1, it runs smooth as silk all the way through.
Could it be connected to the total number of physics events/objects? So by running from 1 it means there are less being used in total? I have no idea, I'm just guessing and using logic/common sense, so I could be completely wrong on that.Originally Posted by KaliniuS