Game Development Community

big interior and low fps ...

by MediaFun · in Technical Issues · 10/16/2002 (8:56 am) · 9 replies

Hello,

I'm working on a big interior on a big Interior with Worldcraft. When i'm on the map with this interior, the framerate goes down (about 10 fps) and only when my player looks the interior. When I'm not looking the object, My framerate is normal (30 / 45 fps).

I've tried with portals on worldcraft, but nothing.

I will try to test with Z buffer, perhaps..

Any ideas or questions..

Thanks per advance

Mathieu
MFGame

#1
10/16/2002 (9:19 am)
The portals won't do any good unless your interiors are leak-free.

Eric
#2
10/16/2002 (9:56 am)
Ok but I'm sure my interior is leak-free, look at this sreenshot, and My fps are very small.. I don't know what I could do...

mathieu.saintlaurent.free.fr/PhotoHUDbarrage.jpg
#3
10/16/2002 (11:44 am)
From that screenie, it looks like there are holes in your mesh or like the normals are reversed.
#4
10/16/2002 (12:24 pm)
Ouch ..
no wonder ..
try this in debug mode
setInteriorRenderMode(10);
this will show you the polies and how broken up they are
use that information to "Fix" the overlapping brush's

leaks are prolly another problem .. but portals dont stop lag from too many polies.
#5
10/16/2002 (12:38 pm)
also portals don't help you with performance when you're out of the building. Portals higher the fps only if you're inside of a portal.
If you're outside you can use LOD!
#6
10/17/2002 (9:30 am)
MadCap Mac >
I don't know why theses holes appears in my mesh. In fact, i can see this holes only when I'm on free-look mode. But, I've this mesh under Linux... and.. no holes !! incredible.

Badguy>
Ok thanks I will try DebugRenderMode 10, but I don't think this tool will solve my problem. One other thing I can't understand, My mesh goes right on Release Version, But When I am in debug Version of my game, the map crash ! An error indicates that there's too many polygons. I'm probably near to engine limits for interiors.

Matthew Droll>
The LOD's can't be used because the player are just on the bridge ! And when my player is seeing the bridge, ouch !! fps goes down quickly...

Thanks for your answers, I'm still finding a solution.

PS: Excuse for my english but I'm French and I'm learning english !!
#7
11/25/2002 (9:47 am)
Guys, just a tip: how do I place that white FPS label on the screen?
#8
11/25/2002 (10:09 am)
Portals are there to help define blocks of what can be seen, and at what LOD. As I understand it, if there is a leak or incorrectly formed portal then any BSP (or BSP-like?) culling is negated, and can cause a lower frame rate--even outside the interior because of the extra calculations needed.

I can't stress the necessity of making 110% sure there are no leaks and portals are made correctly (ie: they must overlap with bounding polys like a door frame--not be exact fits--and must be skinnier). Unlike Half-Life, a Torque interior can be made and processed even if leaky, which is not always the best, just because little things can slip by pretty well unnoticed.

--Eric
#9
12/03/2002 (5:58 am)
@ Adib in the console:

metrics(fps);