A Way to Speed up BGE

Greetings fellow blenderartists! I have made an interesting discovery that works on my pc.

I have a not very powerful computer, so optimizing means a lot for me.

Using this source for Render To Texture,
http://www.tutorialsforblender3d.com/Game_Engine/VideoTexture/VideoTexture_Render_1.html
I opened the finished .blend and subdivided the monkey head about 5 times, resulting in about 60,000 tris in the scene. If the camera looks directly at the object, it will result in my computer running at about 10-15 fps. When the camera looks at the Render-to-texture plane only, it results in my computer running at about 20-24 fps. (of course it’s a rather extreme example but it should work for less poly’s)

All this would be able to be implemented by having the main camera looking at the plane and having the actual game camera projected onto the plane.

I’m not sure if this is just for my computer, but it would help with not having to reduce poly counts in BGE.

Some setbacks would be no Depth of Field, and it’s rather hard to set up.

If you can, try it out and see what results you can get.

-NinjAcademy

so you’re saying you have a camera render the monkey, and then project that camera onto a video texture plane, which is viewed by the actual camera?

This should not speed it up at all, in fact it should slow it down.

Hmmm okay, mokazon. It must be something funny with my computer then. Thanks for your input!

-NinjAcademy

I was thinking that it might speed it up, as the camera rendering the scene might be rendering at a lower resolution than the normal screen resolution.

Using that same tutorial, I’ve noticed some other quirks, so I’m not that surprised. First off is that bge.render.drawline doesn’t show up. This tells me that some of the rendering is ‘turned off.’ So perhaps it changes the shading or something, resulting in the speed-up.