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Old 31-01-15, 12:47   #1
Titak
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Default Optimizing - things we can do to reduce lagging

How can we create detailed games without lagging, or at least with as little lagging as possible, without loosing the level of detail?

High-end computers don't do the job well either, so what can we, the BUILDERS, do?

Teme9 already made a small tutorial on the importance of using smaller rooms instead of large rooms.

And here are a couple of other things that we know can be of influence on how smooth the game runs:
  • Use moveables instead of statics.
  • Textures that use a lot of magenta need more renderpower.
  • Using objects to simulate fog instead of fogbulbs. Fogbulbs, especially when placing mulitple ones in a larger area, tend to reduce framerate.
  • Viewdistance: larger viewdistance reduces framerate. Distant fog with a smaller viewdistance will reduce lagging.
  • TRNG: the Turbo= script command allows you to implement a couple of different ways to reduce lagging.
  • Using smaller textures on objects is better than large ones. Pick a size that still looks great but which isn't too large.
  • Lots of vertices on objects increase the chance of lagging. You'll be amazed at how low-poly things can be while still looking highpoly.
  • Reduce or avoid Bump Maps
  • Don't use too many shiny objects
  • Use the MIP slot to swap the meshes of an animating or enemy to lower poly versions. AnimatingMIP= script is required.
  • When using TRNG, you can use ItemGroups in the script to make sets of objects disappear in the distance.
  • Settings= SET_FORCE_SOFT_FULL_SCREEN (only with TRNG) can make a lot of improvement when it's lagging in full screen mode.
  • Use borderless windowed mode.

Last edited by Titak; 04-03-15 at 15:08.
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Old 04-03-15, 08:04   #2
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What can the PLAYERS do?
  • Windows 8:
    When experiencing ingame lagging when using TRNG 1.2.2.7 on Windows 8 or 8.1, try setting "Set soft full screen" in the game setup (hit Ctrl when the game starts to open the setup window.)

Last edited by Titak; 04-03-15 at 15:06.
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