Game Development Community

My game is slow

by Temasek Polytechnic · in Torque Game Engine · 12/10/2006 (7:13 pm) · 2 replies

My game runs really slow in lower pcs...

it needs like a 256 MB graphics card and a 1 GB RAM...

is there anyway to solve this?

#1
12/10/2006 (8:34 pm)
I think using lots of Echoes and stuff can slow it down (IE when you have an echo in a function that is used alot)
#2
12/10/2006 (8:45 pm)
Optimize!
My low end system specs is 800MHZ cpu, with GF2 MX-32meg ram, 256meg system ram (should work fine with 128, but who have a computer that low now days?), I don't know any metrics informations because i can not get metric(video); to show me anything (Yes i did the #define TORQUE_GATHER_METRICS thing). But on the low end system its an playable ~20 to 40+FPS.

For saveing video ram, Use JPG's as often as posible, even saved at 'high quality' settings they are often smaller then PNG, and look just as good. Also you can use alpha with JPG you use the NAME.ALPHA.JPG nameing system(the alpha .jpg is a B/W version of the image, with darker colors= more alpha). One will almost never need a texture larger then 512x512, so if you have alot of BIG textures, you may want to think of what ones are truly needed.

Also, I decided to FORCE _ARB compression from the gTexManager.cc; i dont know if this is really working anyhow... (Oh ya, i added....)

else if (*sourceFormat == GL_INTENSITY) //!!
		 {
            *destFormat = GL_COMPRESSED_INTENSITY_ARB;

			}

        else if (*sourceFormat == GL_LUMINANCE) //!!
		 {
            *destFormat = GL_COMPRESSED_LUMINANCE_ARB;

			}
	else if (*sourceFormat == GL_ALPHA) //!!
		 {
            *destFormat = GL_COMPRESSED_ALPHA_ARB;
			}
into the if ( pBitmap->getNumMipLevels() > 1 && (pBitmap->getFormat() != GBitmap::Palettized) logic check, and have not seen any visual anomaly.

I cut WAY back on LOD mesh, I have the HIGH poly version, sometimes a MID poly for BIG shapes, and then a LOW poly version. Once more im not sure how well Torque hold onto its art assets, and if it hold them in SYSTEM ram or VIDEO ram, but fewer LOD mesh will mean less ram one way or other.

Last is I used Speeding up terrain occlusion check, as a start and made the occlusion check extra aggressive this is worth a good FPS boost if you use allot of different DTS in view at a time.