On init levels of my game every time Rasterizer very high 70 to 90% causing lags to 15 or 20 fps wtih stop where have cycles bake materials using GTX-1050 graphics card with 8gygas DDR3 Memory on AMD A-10 Quad core 4ghz clock.
The game levels init every time with lags after 10 seconds working better and lags disapear working every time with vsync on on 60fps
-Textures of materials 70% is 2048x2048
30% is 1024x1024
-My scene have 15000 faces total
-Using Camera Distance 50.00
-Using Mist working with camera distance property
-Using Cube Ocluder for not render out of cube.
Hey bluep yes the Camera in the ocluder cube when i, m out off cube ocluder rasterizer decrease to 20 or 30% limit accpetable i go try remove this cube and made 6 planes i think with camera player out can help rasterizer to degree.
I, m using graphics card gforce 1050ti zotac 4gb
CPU AMD A-10 7860K in turbo mode 4ghz quad core and 8gygas DDR3 HYPERX FURY with win 7 64 bits.blender 2.79
Rasterizer performance issues comes from … load on the rasterizer. So to optimize it, you must understand what the rasterizer does.
In short: the rasterizer talks to the GPU and tells it what to do.
This includes things like:
Transversing the scene tree to update parent/child relationships
Sending object transforms to the GPU
Ensuring the GPU is rendering the right material on the right object
Calculate what objects are behind occluder objects and don’t need to be drawn
Compute what LOD level an object is at.
You may notice something about all of these:
They all involve iteration through the number of objects.
As a result, to improve the performance of the rasterizer, the easiest way is to decrease the number of objects in the scene. You could also try removing the occluder objects to see if it increases performance by switching the CPU load into GPU load. (Occluders decrease the work on the GPU but increase it on the slighly on the CPU). If you have LOD you could also try turning it off. Just like occluders, LOD swiches GPU load for rasterizer time.
The “bug” with “scaled text objects” is when you are animating/changing the scales in real-time, which is incredibly slow (as in 5FPS slow). Other than that, text scale shouldn’t make a difference.
so it is only at the very beginning of game start?..I was unclear if that was the case earlier…if so then…it’s more than likely texture related or dynamic loading…any swapping of assets at runtime or loading textures etc…
it is probably not you CPU, it’s possible but more than likely your ram or vram…just a guess though. I also have no idea what assets you have in your scene or how many objects are running a ‘setup’ script…what the logic is doing etc etc etc…
you should not just throw a whole bunch of stuff together at once and then have an issue…start your scenes smaller and then add to them slowly…this will make your bottlenecks more apparent.
I discover make invisible objects with more of 500 faces descrease rasterizer and stay better performance using small script.
I have 12 lamps around map of level 2 will create a individual small script activate by near sensor.This will made on/off effect to light when player distance checked true or false.i think will get a bit more performance to CPU and to bge.
I made a lot of things and no sucess with stand alone fullscreen mode
1-2D filters: not used
2-Ragdoll physics: start with suspendDynamics and mesh invisible
3- using Mist: yes
4-Camera distance: set to 50.00
5-Point Lights: started with energy 0.00
6-Objects with 500+ faces: started invisible and visible if player distance < 30:00 by near sensor pyhon script
7-Textures: baking in render mode with shadows, AO All 2048x2048
8-Aplha Materials: using for blood effects and fire effects.
9-Shadows: disable in render properties
10-Shaders: disable in render properties
11-Environment Lighting: disable in render properties
12-Occlusion Culling*: if unset the arm of player go invisible cause the playrig scale not 1,1,1 and dont work good if apply scale dont know why *
13-Total faces:15000 sum of all scenes
After with all this changes beleive rasterizer working around 30 to 50 and first time game started have secs lags with rasterizer around 80 90