I have a game I’m working on; Legacy of Taro. It is pretty good, except the fact that it is very slow (around 11 fps) You can download the exe here, and open it like a blend file. Can anyone tell me why it’s so slow? I’ve got culling on and everything! Oh yeah, and what do you think of my game?
(can’t run it here, in linux with bad vid card and drivers, and no blender)
but check underneath where it says the framrate is percentages for how much time is spent doing various things. Physics, Rasterization (rendering), logic, et.cetera are all things to consider.
if the rendering is taking the longest it is your computer/hardware or your models (likely both)
but I bet it is the physics and logic doing it.
there was a artical on gameblender.org about boosting your fps
http://www.gameblender.org/modules.php?op=modload&name=News&file=article&sid=2&mode=thread&order=0&thold=0
Yeah, It’s the physics and logic.
And I already read that. I did everything it said.
HELLO??? HELP!!! ANYONE?
Did the fps go down gradually as you added more stuff to the game? Or did it go down suddenly after you added a new feature? culling for example? What is the total triangle count of the scene?
We can’t help you unless you give us more information.
Keith. 8)
It’s been slowly going down as I was adding stuff. ANd the download link doesn’t work. I’ll try to have it fixed.
Chances are you’ve just got too many triangles in the game. Culling can help but theres really no getting around fps meltdown when you’ve got too many triangles. You should always try to make/use 3d models with the smallest amount of triangle possible. Yes this will make the meshes less detailed, but it’s a fair trade-off for extra speed.
What is the triangle count in your game?
Keith. 8)
yep - cull some of your polys/triangles lemmy
particularly
dojo @ 12000 !!
landscape @ 17000
like the feel of your game so far though
cheers
dojo @ 12000 !!
landscape @ 17000
Well thats why.
The game starts to slow down about 20.000-50.000 polys depending on the system.
Yes, try the culling script of Saint_pill. It’s easy and speed up the game.
Btw, there’s one thing people forget when making textures. Don’t save textures is too high quality. 16 bit is enough, and even in some prof games people made 256 color textures. So if you’re using photoshop or gimp, save all your textures as tga for alpha, jpeg for models, 16 bit or lower, and in photoshop choose quality 10 or even 8 for saving jpeg. You can also choose in photoshop save for web, this will reduce jpeg textures but you won’t see any quality reduce. 8)
Yeah, Unreal for example uses indexed 256 color .pcx textures and you can’t really see a loss of quality.
how would I go about reducing the poly count? remove doubles doesn’t work that great.
Use decimator
thanks
Does someone has got a documentation what kind of extensions can be used for the game engine, like sounds, pictures, text. Because I want to know if blender can handle ogg, midi, png, pcx, tiff, and much more. So where can I find a text file which tell me what I can use?
Hmmm… i don’t have a text or something like that, but i think blender can handle midi, PNG and tiff.
yes no yes no no
ogg support came with the fmod library in 2.25
bah: blender supports:
Png (all types)
tga (compressed/uncompressed, I don’t know about indexed)
jpeg (greyscale/rgb/rgba [make the last one in blender, most apps don’t support it])
probably other image formats (iris, iif …), but there isn’t much use for them
sounds:
wav (pcm works best)
mp3 (2.25 with fmod library (included), I don’t know if we will have it in future)
ogg (225 with fmod library)
and mono sounds are required for the doppler and 3d stereo things.