Hello blender game artists,
I work on my Cs projects since lot of time, I updated to 2.69 recently (sometime downgrade to 2.64 for single texture mode), I found a good way to optimize areas, and I planned to begin the “real” area1 soon.
I also planned a video about my lastest updates, but I have a huge problem with the rasterizer, even on wireframe.
I searched many way to resolve this, with the help of this forum, myself, and other, but I come to a dead end, and I don’t want to leave certains thing like my charactere and my camera setup…
My computer is pretty bad and I thought it will be good on a better computer but I tested this week and the issue was there too.
The issue is when my character is on screen or partially on screen the rasterizer increase too much,
and I don’t talk about the first sub area. I don’t have a lot of face here (mainly square polygones),
character 4069, ship 1100, sub-area 2320, door 1050, grass 6280, upper-structure 1848, the last two are no collision.
What I already tried (in wireframe) :
- delete two lights (no visible gain),
- set all alpha textures to alpha clip (no visible gain),
- reduce textures size to 128128 instead of 10241024 (no visible gain),
- all pulse mode frequency on 1 instead of 0 (no visible gain),
- delete some logic that use pulse or near (no visible gain),
- delete all ray sensors and raycast (no visible gain),
- delete unused modifiers (no visible gain),
- delete some lists (no visible gain),
- increase camera lens (gain just a little),
- “middle poly” character instead of “high poly” (gain just a little),
- deleted lot of actuators activation and desactivation in my character script (gain just a little on overall)
I am sorry I can’t post a .blend, but have you any idea about what can cause this, do you think it can really be the overall polycount ?
I was thinking about mouse position recovering, message sending, text objects updating, the number of objects, charactere rigging, bad scripting, but the subarea have nothing like that and it increase the rasterizer, so I don’t know…

