11-11-24, 17:14 | #561 |
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11-11-24, 17:57 | #562 |
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11-11-24, 18:20 | #563 |
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13-11-24, 19:37 | #564 |
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A new little tutorial about script settings and such:
https://www.tombraiderforums.com/sho...d.php?t=229894 |
22-11-24, 23:54 | #565 |
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I started a new tutorial sequence, about introducing developer-made functions and nodes.
The first tutorial of the sequence has just been released. |
23-11-24, 11:23 | #566 |
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Has TE solved the matter about game lagging with big and a lot of outside rooms connected together? Is it optimized to run with modern hardware avoiding this type of lag?
Because I know that the old TR4 engine wasn't born to manage such things, so even with modern hardware, the game lags a lot with this type of level design, so it's very limiting. Since I am thinking about a big open outside level, I am wondering if it can be possible with TE without worring about lagging. Last edited by Ranpyon; 23-11-24 at 11:25. |
23-11-24, 12:09 | #567 |
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Tomb Editor can render huge maps with no lag at all, you could even work with the "Draw all rooms" option on all the time if you wanted to
You could import some of your NGLE projects into it and see that you can render the rooms all at once Also TEN-wise you can draw much more stuff now into it, so yes it's meant to work on modern hardware at its best Last edited by LoreRaider; 23-11-24 at 12:12. |
23-11-24, 12:22 | #568 |
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So do you confirm that if your level is composed in a lot of rooms 16x16 connected together (I mean in vertical too, and they are outside type), does it lag when you play it with TEN?
P.S.: Now I realize that in my previous post I had to write "TEN" and I wrote "TE" instead, I'm afraid it caused confusion, sorry. Last edited by Ranpyon; 23-11-24 at 13:19. |
23-11-24, 13:23 | #569 |
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You can download and play "Tower Bridge Experience" level to get the idea about the scale of levels that TEN can render without any slowdowns. Currently there are more levels in the works which will have even larger open areas.
Additionally, in TEN you are not limited in room size. People have been experimenting with room sizes larger than 200x200, and it worked correctly (although editor itself becomes quite laggy with such enormous room sizes). |
23-11-24, 13:27 | #570 |
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Sadly the lag ingame is not related to the editor, although TE allows some optimization options for older engines, like removing unused objects from the compiled level or compressing textures into less texture pages (by merging rooms and objects textures, something NGLE doesn't do), so TE is meant to also work with them rather than just the new TEN engine, especially because TEN didn't exist back then when TE was first released
The ingame lag can happen for multiple factors, if many rooms are connected but there are not many elements to draw, then the lag won't be there I know that stuff like active flames or "non-smart" portals (like creating a portal for an entire wall even if just a little part needs it) can cause such lag issues, I've once saved 10+ fps by simply disabling flames that you couldn't even see in the lagging area |
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