Ambiera ForumDiscussions, Help and Support. |
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So, my pc can run RDR2 at maximum, but if I create a terrain or enable real time shadows on coppercube 6, it freaking dies...is that normal? How do I optimize a project? |
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I don't use shadows in my game as have found the real time shadows not only look bad but had by far the worst impact on performance than anything else in the whole engine. The drop in FPS would seem to scale with how many polygons you have in the scene so using large terrains would definitely affect it as would high polygon interiors. You can try my occlusion culling addition to see if that improves FPS enough on terrains as its best suited to that exact thing. I'm not sure when culled do shadow calculations not run for that group of terrain cells but have a try and see... |
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wrote it freaking dies...is that normal? no that is not normal if you are using normal size terrain |
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Do the following: in tools> options. On the editor guide, change the surface size to the maximum See also if the driver is Directx or Opengl. Then the guide> light mapping. Changing Herdware accelerated the overall lighting option if I was disabled to activate. You can also change radiosity Sampling rate. When creating a new terrain, what is the size of your "tile size"? If it is less than 10. is very dense. But I already put about 1,700,000 polygons in the CCB and he walked. One of CCB's main problems for me is its internal shaders. lighting and global and specular material etc. If @niko rewrite everything, it's very good. A material with specular options, metallic, roughness etc. A most current core javaScript is a Linux editor. Even without this, developing something in CCB 'is good. |
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wrote: wrote it freaking dies...is that normal? no that is not normal if you are using normal size terrain any terrain does that lol btw i managed to run robocop: rogue city so specs are not a problem i guess i just suck at making games :v |
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Robbo wrote: I don't use shadows in my game as have found the real time shadows not only look bad but had by far the worst impact on performance than anything else in the whole engine. The drop in FPS would seem to scale with how many polygons you have in the scene so using large terrains would definitely affect it as would high polygon interiors. You can try my occlusion culling addition to see if that improves FPS enough on terrains as its best suited to that exact thing. I'm not sure when culled do shadow calculations not run for that group of terrain cells but have a try and see... i always reduce polygons to the minimum. not only for this, but for my source filmmaker stuff |
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wrote: Do the following: in tools> options. On the editor guide, change the surface size to the maximum See also if the driver is Directx or Opengl. Then the guide> light mapping. Changing Herdware accelerated the overall lighting option if I was disabled to activate. You can also change radiosity Sampling rate. When creating a new terrain, what is the size of your "tile size"? If it is less than 10. is very dense. But I already put about 1,700,000 polygons in the CCB and he walked. One of CCB's main problems for me is its internal shaders. lighting and global and specular material etc. If @niko rewrite everything, it's very good. A material with specular options, metallic, roughness etc. A most current core javaScript is a Linux editor. Even without this, developing something in CCB 'is good. it helped an itty bitty. directx or opengl makes no difference, but hardware shadows helped a little with fps...even tho it still bad. terrain size doesn't matter, it WILL lag |
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