Requerimients to Run the GE smoothly?

Hi, im wondering what are the requerimients of the PC to run the GE smoothly, in my game, Dark Born, im using bloom, High poly Things (Ships, stations ectectect…), Realtime Shadows, normal maps, spec maps and other things, but it makes it have Uber Lag (1.0 FPS), can somebody tell me what requerimients i should have to run it smootly? thanks in advance :smiley:

From the game you talk about it sounds like it needs to be pretty good, but I’m using a 5 year old laptop and it runs most blender games at a reasonable speed.
Stay away from high poly if your making the game, it hurts the FPS really badly, use textures if you can.
My game models are 300-400 polys for the main character and most other objects about the same.

Hmm, Dark Born he? A space game… well, I might give you some advice since I’m working on a space adventure too. For you to determine the minimum requirements, you have to run tests with different machines.
From what I see, you prolly want your game to look like dark prophecy or Jumpgates. Blender can handle polies better than textures, but still doesn’t hurt to reduce the ships polycount, also know that a space game is not only about the ships, you have to test the physics first, which involves having big objects (space stations, planets, asteroids, you name it) and spaces.
For instance, for COS, my aim is to make it run at least at 30fps, so if I use plenty of meshes, with expensive shaders, I set the specs high. If your PC runs all at required speed, then you optimize the game even further.
Some optimization techniques are:

LOD: Level of detail. It can be applied to meshes and shadows. Have RT shadows only close to the player/ship (limit the affected area); Use culling frustum, use a efficient mesh LOD so that only the Hi-poly meshes have Normal maps.

Physics: Make sure that your collisions are properly set, avoid too many dynamic objects. Tweak the options in the world settings tab…

Logic: If you run many logical operations, play with the tick rates, avoid too many near sensors.

Testing/debug: Make sure your collisions and sensors are working well and that not too many triangles are visible, for that use the debug tools (physics visualization, debug info, frame rate, etc).

Other: Use instances when possible, terminate unnecessary objects, split objects per type in different layers.

Well you need to plan your game in a way it behaves as you wish. That’s the hard part, you’ll see a game with tones of effects, objects, and shaders running faster than your small scene, few objects and FX game.
Good luck!