optimizing a map

Discussion in 'Content Creation' started by rt389g@hotmail.c, Jul 14, 2014.

  1. rt389g@hotmail.c

    rt389g@hotmail.c
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    So what are some of the tricks to optimizing a map. I know, do not put a lot of trees and grass. I am using default forest objects so, I would think I would not have to be concerned with LOD for trees, etc. I did put in a few objects, only a few and nothing big.
    I am using the TOD object, I have a few lakes. Is it possible in the editor to adjust the shadows. I believe witht he new version you can remove them, but I would just like to lower the quality? I am not making vehicles so thats out of my hands. Are there any specific configurations to make in the editor for a map to make a signicant noticable difference? My map is small to begin with.

    I have read through many of the threads and was wondering if there are some basic tips beyond what I mention. Anything to increase my knowledge would be appreciated.
     
  2. Braindead

    Braindead
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    Hehe I'd also like an answer to this question...
    A map I'm working on is so laggy in some places it's unbelievable. My map is pretty detailed with trees and grass, but still has significantly less than Dry Rock Island, yet the framerate is so much worse overall.

    Some places have a lot of trees and it doesn't lag at all, and in some places it's completely blank and yet i get huge framerate drops. :confused:
     
  3. Yotaak

    Yotaak
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    Yeah, with every single map I've done with vegetation, trees and grass DESTROY fps. Like, a lot.
     
  4. Leet34

    Leet34
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    I have 3 words to solve the vegetation problem if you dont want LODs:

    Low Poly Vegetation
     
  5. aljowen

    aljowen
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    There are quiet a few things you can do to optimize maps:
    • Keep an eye on how much vegetation you are placing. You should make it so that the vegetation is as nice as you want it next to the pathways and then reduce the amount of vegetation the further away you get from the paths you expect the player to take.
    • Rather than using lots of one type of grass use less of more types of grass. In other words vary your textures and use less of them. You can make it look just as natural by doing this.
    • Shadows, If all else fails then you can lower the shadow resolution. This may help out on slower machines
    • If you are using custom mesh's then you may want to consider using LOD's as well as separate collision mesh's. These are only really appropriate on intricate and complex models though

    The first one is by far the main one though. While it is easy to block fill in sections of land with trees, don't do it. It will kill the frame rate. But what you can do is block fill in a section and then use the eraser at 50% and keep subtracting from areas away from the paths you expect the user to take. That way you can get an idea of how much the performance is improving as you go.
     
  6. rt389g@hotmail.c

    rt389g@hotmail.c
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    Ok, I'll bite, how do I lower the shadow resolution? I saw a way to turn shadows off and I did get a noticable increase in playability. I would like to simply lower the resolution or turn them down a notch. I saw a thread that shows some settings (not resolution) in an inspector, where do I find it. Thanks.
     
  7. aljowen

    aljowen
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    Untitled-1.jpg
    Character limit :/
     
  8. rt389g@hotmail.c

    rt389g@hotmail.c
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    Thanks. I am going to lower the shadow resolution as a default on my map. Are there any other shadow settings that help optimization? I am going to also remove some of the grass. So rocky dirt, rock and sand terrain is better than grass?

    thanks
     
  9. aljowen

    aljowen
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    Shadow distance may also help. If the player cant usually see very far on your map then you could make that shorter. If your map has larger vistas then you may want to leave it a bit higher.

    But adjusting the amount of vegetation is where the larger savings are to be made.

    - - - Updated - - -

    That will probably be because when you are inside of the forest you are only seeing 20% of the forest since that is all that is in your vision. But when you are outside the forest 100% of it may be inside your cone of vision.
     
  10. Braindead

    Braindead
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    Hmm, Thanks, I'll try spreading everything out a bit so less in view all the time.
     
  11. ultranew_b

    ultranew_b
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    Another optimization tip is to, if your level is relatively flat, no mountains etc, is to adjust the "visibleDistance" setting. There is no need to draw objects that are 2 km away if u cant see them. Lower numbers mean less objects/vegetation/terrain are drawn. :D


    (imported from here)
     
    #11 ultranew_b, Jul 15, 2014
    Last edited: Jul 17, 2014
  12. Braindead

    Braindead
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    Amazing idea, I might try that actually. Although my problem is actually fixed now... For me, of all things, it was vsync! Wasn't even the map it was just my settings. I know having it off can cause fluctuations but this was ridiculous. Now it's off It's a 60 solid :)

    Shame I went and deleted almost all my trees before trying it. :/
     
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