Large dungeon performance issues
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- Posts: 168
- Joined: Thu Oct 30, 2014 1:56 am
Large dungeon performance issues
I have a large dungeon underground with height levels from -7 floors to +4 ceilings. There are lots of things going on and at certain points my frame rate is tanking to under 30fps. Whats the biggest resource hogs that I need to watch out for? is it water? too many monsters, too much world geometry being rendered?
- Skuggasveinn
- Posts: 562
- Joined: Wed Sep 26, 2012 5:28 pm
Re: Large dungeon performance issues
The engine is fairly good at pushing polygons, what you need to look out for are dynamic lights (lanters, torches and other dynamic light sources including particles that emit light), water and water reflections.
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- Posts: 168
- Joined: Thu Oct 30, 2014 1:56 am
Re: Large dungeon performance issues
Great suggestion. I cleaned up some of my lights and got back a lot of fps. I guess I went a bit too overboard lighting everything.Skuggasveinn wrote:The engine is fairly good at pushing polygons, what you need to look out for are dynamic lights (lanters, torches and other dynamic light sources including particles that emit light), water and water reflections.
Re: Large dungeon performance issues
I was wondering about this too. Are there any "rules" on the maximum number of lights that should be viewed at the same time? Or is it just a case of experimentation and testing on a variety of different spec machines?
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- Posts: 168
- Joined: Thu Oct 30, 2014 1:56 am
Re: Large dungeon performance issues
It seems for my dungeon tiled level. The torch holders are much more expensive to render than the pillar lanterns. It seems like the wall torches cast dynamic shadows while the lanterns don't.
Re: Large dungeon performance issues
Though we haven't tried to push this engine to its limits, in LoG1 modding the golden rule was generally: 2 visible lights : fine, 3 visible lights : pushing it, 4 or more visible lights : bad idea
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