1. #11
    KaliniuS's Avatar Senior Member
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    Re: Slowdown and lag during testing?

    Originally Posted by Barrybarfly
    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.
    That would make sense but I've also tried removing absolutely everything prior to the first checkpoint and the problem continues even with no prior sounds/ events.

    My hunch is that it's an editor bug but I can't afford to be wrong. I'm going to keep at it until I figure something out.
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  2. #12
    dasraizer's Avatar Senior Member
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    Re: Slowdown and lag during testing?

    do you have many effects things like fire as they have there own light source, this can be turn off under there lighting settings, lots of these could generate lag, however you've not mentioned any editor warnings so maybe this isn't the issue.
    Lots smoke effects or the like may contribute to lag as they have to be blended with the screen, this is any item with the alpha option under particle settings.
    even lots of complex geometric objects can generate lag if bunched up in one spot.

    i would recommend watching RedLynx pro tutorial, this covers/has more to offer and in more detail what i've suggested.
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  3. #13
    KaliniuS's Avatar Senior Member
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    Re: Slowdown and lag during testing?

    Originally Posted by dasraiser
    do you have many effects things like fire as they have there own light source, this can be turn off under there lighting settings, lots of these could generate lag, however you've not mentioned any editor warnings so maybe this isn't the issue.
    Lots smoke effects or the like may contribute to lag as they have to be blended with the screen, this is any item with the alpha option under particle settings.
    even lots of complex geometric objects can generate lag if bunched up in one spot.

    i would recommend watching RedLynx pro tutorial, this covers/has more to offer and in more detail what i've suggested.
    I have a very little amount of light sources and still, those lights go off as part of an event. I do not get any editor warnings when testing at all.

    There are 2 sections of the track where I have particles but they are used very sparingly and they run perfectly smooth when starting from a checkpoint.
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  4. #14
    dasraizer's Avatar Senior Member
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    Re: Slowdown and lag during testing?

    maybe the game is reloading some items when you start from the gate, as a suggestion wait on the start gate for a fistful of seconds then race off, if its fine it was loading, if not hmmm, not sure.
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  5. #15

    Re: Slowdown and lag during testing?

    Do you have a lot of event s that arent triggered but run from the start (as in no area/hit trigger)? I wonder if this causes the system to lag and it never cathces up. Whereas running from the cp means that they were already "triggered" and running. Just a thought, not sure again! lol
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  6. #16

    Re: Slowdown and lag during testing?

    Well, I've noticed the editor can be really sensitive, I had a track with nothing but 1 event 2 fires and 1 cloud, yet it still dropped framerate. However the track was built with a large number of the same object.. So Ive tied down lag to a few simple factors, dont rely too much on one event or object, large quantities of the same thing bug out the editor.. As seen in most game's editors.. So if you have used alot of something you may have to redesign until the issue is gone. Also, if your track is floating you may need to bring the whole thing down a few notches.. Just what I've noticed and observed, a last resort. Goodluck to you.
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  7. #17
    KaliniuS's Avatar Senior Member
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    Re: Slowdown and lag during testing?

    maybe the game is reloading some items when you start from the gate, as a suggestion wait on the start gate for a fistful of seconds then race off, if its fine it was loading, if not hmmm, not sure.
    I gave this a try and it did not work, but thanks for the idea!

    Do you have a lot of event s that arent triggered but run from the start (as in no area/hit trigger)? I wonder if this causes the system to lag and it never cathces up. Whereas running from the cp means that they were already "triggered" and running. Just a thought, not sure again! lol
    I don't have any non-triggered event in the whole track.

    Well, I've noticed the editor can be really sensitive, I had a track with nothing but 1 event 2 fires and 1 cloud, yet it still dropped framerate. However the track was built with a large number of the same object.. So Ive tied down lag to a few simple factors, dont rely too much on one event or object, large quantities of the same thing bug out the editor.. As seen in most game's editors.. So if you have used alot of something you may have to redesign until the issue is gone. Also, if your track is floating you may need to bring the whole thing down a few notches.. Just what I've noticed and observed, a last resort. Goodluck to you.
    The only thing I can think of is the floating debris in the background, as I had with the first two Tornado tracks. I've already taken out so much of it and it still runs choppy when starting from the beginning. In a lot of areas, it even has less going on than Tornado 2 does. I'm completely stumped at this point and I don't feel comfortable releasing it without figuring this out first.
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  8. #18
    KaliniuS's Avatar Senior Member
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    Re: Slowdown and lag during testing?

    So, when I press the "back" button on the controller during editing to play physics, I'll occasionally see "Maximum amount of physics contacts has exceeded. Some of the object collisions have been disabled causing objects to go through objects."

    The problem is that I have deleted a LOT of background items and re-arranged them and still see this error. As a test, I loaded up Tornado 2 and completely laced an entire area with physics objects, more than I would ever actually use in the real reach and never saw that message, even with 100 or more objects colliding simultaneously.

    I think this may be related to the problem I'm having but I cannot figure out why I'm seeing this error.
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  9. #19

    Re: Slowdown and lag during testing?

    Originally Posted by KaliniuS
    So, when I press the "back" button on the controller during editing to play physics, I'll occasionally see "Maximum amount of physics contacts has exceeded. Some of the object collisions have been disabled causing objects to go through objects."

    The problem is that I have deleted a LOT of background items and re-arranged them and still see this error. As a test, I loaded up Tornado 2 and completely laced an entire area with physics objects, more than I would ever actually use in the real reach and never saw that message, even with 100 or more objects colliding simultaneously.

    I think this may be related to the problem I'm having but I cannot figure out why I'm seeing this error.
    When you activate physics while editing it activates physics EVERYWHERE. While testing and playing physics is only ever active within the physics bubble.
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  10. #20

    Re: Slowdown and lag during testing?

    Well I think it is fair to say we dont have all the answers yet.. But we are running through what we do know because every track is different, no one builds the same.. Have you tried making max view distance and object view distance shorter? There are a ton of factors, some which I dont even understand yet but its all I can think of. Environment Settings.
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