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Game is slow.. 800k model (but in many meshes) seems too complex, help?
Alright, I've got a
FPS character with weapons, average poly,
2000x2000 terrain,
using occlusion culling,
and a large city of 800k tris, but only ~80-150k shown at once of the city model.
-And of course, the city model is broken into many many pieces.I have a good computer, that can usually handle new PC games on highest settings. EDIT: 64bit, windows7, good(above average, 2GB graphics dedicated RAM) graphics card,16GBDDR3 RAM, 3.4QuadCore
everything else in game is off, besides a few scripts attached to player.
the model is using just plain colors for most of it, only a few textures.
This doesn't seem like much to me, I don't understand why it makes the game run so slow, with everything else turned off. I know its the model because its fine if I turn it off.
If you look at The Amazing Spiderman, GTA4, Watch Dogs, they have huge highly detailed cities. Sure they are using different engines, they are pro's, but still, that is a HUGE amount of content.
Answer by bpears · Apr 14, 2013 at 03:47 AM
I hate to post an answer to my own question but... I think it is just too complex. I was thinking of normal mapping but thought it might look like crap, but, with an extremely specific google search, I somehow found this, and it made me feel better about doing so. So, check it out. Even though its a few years old it's an interesting read-
Google search this to bring it up quickly, I couldn't attach the file because it's too big:
Interior Mapping A new technique for rendering realistic buildings Joost
And so, I need to remake my city... Sucks, but, what can ya do.
EDIT: Also, a similar interesting link that uses raycasting to creat an interior for empty buildings, very cool...
http://www.proun-game.com/Oogst3D/index.php?file=CODING/InteriorMapping/InteriorMapping.txt
I had big problems like this once, and my only option was to re-create my scene, witch is... Very long. Although, giving up is not an option.
Goodluck!
Answer by Negagames · Apr 14, 2013 at 02:28 AM
1) What are the stat on your computer, a "good" computer is a broad term
2) Try playing around with the graphic quality settings (Edit > Project settings > Quality)
3) Try working with the fog settings (Edit > Render Settings)
4) DO try to cut down your city model
I hope those tips help.
1) I mean really really good, besides graphics card, it don't get much better.
2)this shouldnt make a difference, since my computer should be able to handle on any setting, and if not, no one elses will.
3)I've already added that in
4)I will try! I'm hoping maybe I'm just missing something or.. idk?! lol
thanks.
Answer by ArmarageX · Apr 14, 2013 at 04:09 AM
You need to find out whats causing the lag by hiding the objects away one at a time... Hide the buildings... does it help? Hide the terrains.. does it help? You didnt mention poly count on weapon..... Hide those? Hopefully your not running 2k / 4k textures, if so, are many different objects with different materials using that texture? Disable all materials.... does it help? You using some sort of epic Dynamic Shadows on your whole city? Turn off lighting.... does that help? Like Negagames said... add fog... by first adding Camera Clipping (Far clip), and then conceal the void with fog. Great link by the way.... thats some really nice tech! But i dont think polys are lagging you down... not at 150k tris at a time anyway...
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