Optimizing a worldspace

Post » Mon Nov 08, 2010 12:48 am

Ok so I'm currently working on a worldspace which is a snowy canyon. There currently atleast 200 cliff pieces (still not done either) and in play testing I've noticed a semi-significant FPS drop. It is currently playable but I'd hate to see once I get some combat into the mix.

Are there any useful tricks to optimize a worldspace? The canyons are quite winded so it might be possible to use room markers but I don't know if they work in the context of a worldspace.
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Andrea Pratt
 
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Post » Sun Nov 07, 2010 8:36 am

In exteriors one would not use room markers. Use a multibound, much like a room marker. Then attach everything to it inside of it. Then use occlusions planes between them. It works the same way, but is much less automatic, and better for exteriors. If an entire multibound is behind an occlusion plane, it does not load any objects attached to it. Also you probably could turn all of the cliff peices into a few http://http://geck.gamesas.com/index.php/gamesas_Tutorial_Static_Collectionss. Turning those 200 rock peices into like 3-5 large SCOLs should really help. Along with multibounds and occlusion planes, it should work like a charm and make it very fast again.

Snowy canyon sounds cool. If you ever need a tester, let me know :D
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Daramis McGee
 
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Post » Sun Nov 07, 2010 10:00 am

That is really good advice. One thing I'd like to add about SCOLs; taking 10 tiles and making a SCOL out of them and using it once won't help. SCOLs are best when you use them many many times to replace a lot of redundant areas. Also SCOLs need to be made of static objects that use the same or similar textures to be most effective as well.
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Beulah Bell
 
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Post » Sun Nov 07, 2010 6:02 pm

Ok for some reason I can't create SCOLs, I get an error message and the item is just deleted. :shrug:
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TOYA toys
 
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Post » Sun Nov 07, 2010 1:23 pm

Are you only trying with static objects?
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sally coker
 
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Post » Sun Nov 07, 2010 6:27 pm

Yes, I tried doing a few simple things like just two rocks and this still happens.

EDIT: Might it have something to do with DLC meshes? I just tried two vanilla statics and it worked. Or maybe it's my larger item scale? I scaled them up to use less items.
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Kat Lehmann
 
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Post » Sun Nov 07, 2010 2:00 pm

Make you SCOLs first, then scale the SCOL. This will work, I have done it.
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Emily Jeffs
 
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Post » Sun Nov 07, 2010 10:24 pm

Yes but these cliff segments are far too finicky for that.
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Andrea P
 
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Post » Mon Nov 08, 2010 12:28 am

Then redo it with smaller scale 1 peices, so you end up using alot more. But then make them into a bunch of SCOL's thus solving that issue.
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WTW
 
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