T3D 1.1 Beta 2 - Precipitation with Dedicated server causes FPS to drastically drop
by David McDonald · in Torque 3D Professional · 08/22/2010 (1:55 pm) · 3 replies
Build: 1.1 Beta 2
Platform: Windows 7 home premium 64bit
Target: Client connecting to dedicated server (Both remotely and also on same machine)
Issues: In the editor (playing directly from there) adding in precipitation only slightly affects the FPS, when running the same in Dedicated server mode FPS drops to 2 or less, effectively freezing the client.
Steps to repeat:
Have a level and place precipitation in it
Connect to a dedicated server and use it to create the precipitation. We do this as follows from the dedicated server:
No link to console log as nothing of any use appeared there.
Platform: Windows 7 home premium 64bit
Target: Client connecting to dedicated server (Both remotely and also on same machine)
Issues: In the editor (playing directly from there) adding in precipitation only slightly affects the FPS, when running the same in Dedicated server mode FPS drops to 2 or less, effectively freezing the client.
Steps to repeat:
Have a level and place precipitation in it
Connect to a dedicated server and use it to create the precipitation. We do this as follows from the dedicated server:
function heavyRainWeather()
{
// Clear and Create the precipitation object
$AyrSthPrecip.delete();
$AyrSthLightning.delete();
$AyrSthPrecip = new Precipitation(rain)
{
canSaveDynamicFields = "1";
position = "-389.274 514.971 54.6187";
rotation = "1 0 0 0";
scale = "1 1 1";
nameTag = "rain";
dataBlock = "HeavyRain";
minSpeed = "1.5";
maxSpeed = "2";
minMass = "0.75";
maxMass = "0.85";
maxTurbulence = "0.1";
turbulenceSpeed = "0.2";
rotateWithCamVel = "1";
useTurbulence = "0";
numDrops = "8192";
boxWidth = "200";
boxHeight = "100";
doCollision = "1";
splashSize="0.15";
dropSize="0.2";
};
// Change paramaters for a cloudy day
AlbaSky.skyBrightness=15;
AlbaSky.castShadows=0;
AlbaSky.brightness=0.4;
AlbaSky.nightCubemap="";
AlbaSky.nightColor="0.03 0.03 0.03 1";
AlbaSky.moonEnabled="0";
AlbaSky.nightFogColor="0.03 0.03 0.03 1";
AlbaSky.applyChanges();
Clouds1.baseColor="0.5 0.5 0.5 1";
Clouds1.coverage=1;
Clouds1.windSpeed=0.3;
Clouds1.height=4;
Clouds1.applyChanges();
theLevelInfo.fogColor="0.4 0.4 0.4 1";
theLevelInfo.fogDensity=0.003;
theLevelInfo.fogDensityOffset=50;
theLevelInfo.applyChanges();
}No link to console log as nothing of any use appeared there.
About the author
After many years in the professional business end of the IT industry I am working with a small group of friends to enter the indie game development market.
#2
I ... vaugely ... allegedly ... remember someone posting issues over river node counts in a previous T3D version
Always handy to have info/guide/warning on things to avoid/be aware of.
08/23/2010 (9:29 pm)
Dave, was it river "length" or river "number of nodes" which seemed to be the cause? And if noes, how many?I ... vaugely ... allegedly ... remember someone posting issues over river node counts in a previous T3D version
Always handy to have info/guide/warning on things to avoid/be aware of.
#3
Our dev doing the world building mentioned to me that there seemed a limit on the river and road node numbers now (in beta 2) so he pushed them to that limit and then started a second road/river as a continuation (The decal roads don't seem to cause the issue though)
The longest river section I can see in the mis file has 46 nodes.
I'll do a little more trial and error testing tonight.
08/23/2010 (9:49 pm)
Good point Steve. I am pretty sure it will be number of nodes but will test when I am back near my dev machine.Our dev doing the world building mentioned to me that there seemed a limit on the river and road node numbers now (in beta 2) so he pushed them to that limit and then started a second road/river as a continuation (The decal roads don't seem to cause the issue though)
The longest river section I can see in the mis file has 46 nodes.
I'll do a little more trial and error testing tonight.
David McDonald
Bad Uncle Games
It appears the issue is with rivers of any decent length. We have some long ones in our level and when removed a dedicated server/client arrangement works fine.
When they are in, adding precipitation causes FPS to drop to 1-2.
I've removed the rivers and then added a shorter one in and the problem is gone.