StarterGame Lag during physics demo
by Jack Stokes · in Torque X 3D · 07/07/2010 (10:45 pm) · 3 replies
Hi, I downloaded your trial to test out your engine in comparison to one I'm working on myself, in order to decide if it's something I really can afford / want to buy.
Looks great, until I load the Physics demo from the menu.
I tried it on my computer as well, and my pc exhibits the same issue. Note also that this was tested both in debug mode, and standalone(on xbox) in addition to pc.
It lags horribly when I do not modify the columns for the box and sphere templates clones to lower values.
By default, it loads 6 boxes, and 3 spheres (i think, might have been like 8,4).
To reduce the lag to something ... "endurable" ... I had to render a mere 4 boxes and 1 sphere. Considering these aren't high-res models... they are just spheres and boxes... I honestly expected more from the famous Torque X engine... !??
Am I seeing CPU stress caused by the physics data processing in the background?
Or is there something else I am missing?
I tried <UseInterpolation>false</UseInterpolation> based on a search of this forum, which made no difference whatsoever.
Not sure how this engine was used by all the game studios your website claims, if it can't even render a half dozen spheres w/o killing all fan-base potential due to lag....
..I find it surprising that no one else has mentioned this considering how terrible it is operating, so I must assume I am the culprit for this issue...? I changed nothing other than the # of spheres and boxes; after-the-fact. The code is simply straight out of the box.
If anyone could provide their insight on this, I would really appreciate it.
Looks great, until I load the Physics demo from the menu.
I tried it on my computer as well, and my pc exhibits the same issue. Note also that this was tested both in debug mode, and standalone(on xbox) in addition to pc.
It lags horribly when I do not modify the columns for the box and sphere templates clones to lower values.
By default, it loads 6 boxes, and 3 spheres (i think, might have been like 8,4).
To reduce the lag to something ... "endurable" ... I had to render a mere 4 boxes and 1 sphere. Considering these aren't high-res models... they are just spheres and boxes... I honestly expected more from the famous Torque X engine... !??
Am I seeing CPU stress caused by the physics data processing in the background?
Or is there something else I am missing?
I tried <UseInterpolation>false</UseInterpolation> based on a search of this forum, which made no difference whatsoever.
Not sure how this engine was used by all the game studios your website claims, if it can't even render a half dozen spheres w/o killing all fan-base potential due to lag....
..I find it surprising that no one else has mentioned this considering how terrible it is operating, so I must assume I am the culprit for this issue...? I changed nothing other than the # of spheres and boxes; after-the-fact. The code is simply straight out of the box.
If anyone could provide their insight on this, I would really appreciate it.
#2
07/08/2010 (7:31 am)
That's correct. Alphas, Betas, and Release Candidates (which we don't normally do), are only available to licensed users. Torque X 3.1.5 Final will be shipping very soon though.
#3
<SimulateFences>true</SimulateFences>
to the torqueSettings.xml file
that might help too.
07/08/2010 (12:07 pm)
you might want to try adding <SimulateFences>true</SimulateFences>
to the torqueSettings.xml file
that might help too.
Jack Stokes
Sounds like Torque X isn't all it's cracked up to be - buggy and incomplete due to staff approach on bug fixes.
http://www.torquepowered.com/community/forums/viewthread/107401
Now that looks promising. I'll try that in the meantime - Jig is tha shiz, so perhaps it will fix this issue.
Now... I presume the latest beta release is only available to paid users, and therefore, I can't test your latest fixes in a trial form prior to my purchase?
Geez.. lol
/sigh-much?