Ambiera Forum

Discussions, Help and Support.

Ambiera Forum > CopperCube > Help with CopperCube
Low Performance Issue

behroz-khan
Registered User
Quote
2018-10-12 19:22:19

I am making a game which is occupying too much memory that's why Coppercube so lags, It's too hard to work in. So, Is there a solution to improve performance?

I have also tried Switching Viewport to OpenGL, But it doesn't work...



j9907
Registered User
Quote
2018-10-12 22:14:09

Depending on how your level is structured, split it up into parts (by section) and simply hide them when they aren't in sight. If you do this, it won't have to render it so that speeds it up.


That, and textures can take a lot of memory depending on how high resolution they are.


behroz-khan
Registered User
Quote
2018-10-13 10:58:12

Thanks for the advice! But is there a way to speed up the editor.


srfstudio
Registered User
Quote
2018-10-13 14:22:50

Once you separated you geometry, as @j9907 suggested, you can set the parts of it to Invisible also in the editor, depending on what part you are working on.

I didn't have much trouble with my static geometry but all my animated characters are sett to Invisible & I use doors as triggers to hide/show them. Once doors of a room are open character is visible, when they are closed character is invisible. They are always set to invisible in editor.


j9907
Registered User
Quote
2018-10-13 18:38:09

If you can, try and use the wireframe mode where possible (CTRL-W) since that pretty much eliminates the need to render much of anything aside from the rough shape of everything :). This will help immensely. Then just do CTRL-W again to turn it off and go back to the full-render view


If you split the parts, you can even do what I did: Have all of the parts invisible aside from the main one where the player starts and just have the game make the invisible parts visible before the first drawing.


behroz-khan
Registered User
Quote
2018-10-13 19:05:21

Great!
Thanks to both of you...


behroz-khan
Registered User
Quote
2018-10-16 09:45:17

Switching to wireframe doesn't work. But making invisible can work.
Is there another way to speed up?

I will be using both to get a light speed performance.


behroz-khan
Registered User
Quote
2018-10-17 12:53:26

No answer yet!


j9907
Registered User
Quote
2018-10-18 16:33:58

Aside from compressing the textures, there's not much else i can think of


odeen
Registered User
Quote
2018-10-20 08:43:38

ขอบคุณสำหรับข้อมูลดีๆนะคะ
https://bet007.casino/
https://bet007.casino/
https://bet007.casino/


srfstudio
Registered User
Quote
2018-10-22 23:50:51

...i don't get it, why didn't it work? Even if you have a 800k of geometry in the level, once you separate that geometry in parts & make them visible/invisible depending on where player is, you should be fine.

Maybe you should also consider making the main geometry passable, I have a separate, simple boxes for collision in all my levels. It does speeds-up the rendering & movement.


NEED HELP
Guest
Quote
2020-04-19 18:53:14

version 6.0.0, Exeption Access Violation Adress: 0*6db88e63
AVinfo (available): access modewrite, adress of data: 0*13a8ce00

i just change folder c to d drive
then when i create a game.. sometime its show this error massage


Robo
Guest
Quote
2020-04-20 02:14:09

wrote:
Switching to wireframe doesn't work. But making invisible can work.
Is there another way to speed up?

I will be using both to get a light speed performance.


I have read that to enable frustrum culling properly, you need to have a terrain and add all culled objects as child nodes under the terrain. I am yet to test this whether true or not but that's what it says in the documentation.

I can confirm frustrum culling does work though at over 1 mill polys it speeds up and slows down frames depending on what complexity of terrain you are viewing at that time..


Robo
Guest
Quote
2020-04-20 02:19:19

Also you might like to have 2 or 3 different level of detail (LOD's) for each mesh and run javascript to switch between them depending on distance from player. This will help a lot if you have high polygon count meshes as will reduce the load on your GPU when further away allowing more processing to show higher polygons close up.


Zoo
Guest
Quote
2020-04-20 12:06:16

I don't believe that this creates much of a performance difference.

I have noted that even when hiding the scene nodes they seem to still be processed in memory.

For example, create a block, make it invisible and you still can't pass the block when walking ...

If anything it makes a minor difference.

The primary thing that you can do in Coppercube is to use low textures, low polygon count, baked lighting and many scenes.

Switching scenes is super fast in CC...So no real load time in my experience it is almost instant.

Otherwise, Game Guru Max is in Alpha. It uses a visual Lua system, has an asset store, tons of plugins, multiple CPU load sharing DX11, modern VR...But only runs on desktop.

So, if you are looking for a super easy game engine for desktop with photon networking support, I choose Game Guru Max.

Only thing is that it is currently in open Alpha for those who preordered and will only be released in September ...

Game Guru Classic is rubbish though. Don't bother buying it


Create reply:


Posted by: (you are not logged in)


Enter the missing letter in: "Intern?tional" (you are not logged in)


Text:

 

  

Possible Codes


Feature Code
Link [url] www.example.com [/url]
Bold [b]bold text[/b]
Image [img]http://www.example.com/image.jpg[/img]
Quote [quote]quoted text[/quote]
Code [code]source code[/code]

Emoticons


   






Copyright© Ambiera e.U. all rights reserved.
Privacy Policy | Terms and Conditions | Imprint | Contact