Game Development Community

Frame Rate

by Spencer Strombotne · in General Discussion · 07/29/2008 (6:48 am) · 2 replies

I own both TGE and TGEA. I have a small game made with models ported in from another project. The models I ported in are not very optimized for a game engine, they have a very high poly count. I have the game right now using TGE and was wondering if porting them into TGEA would have any positive effect on the frame rate.

#1
07/29/2008 (11:05 am)
Well, give it a shot since you own both engines. You may get a slight performance boost.

However, if you're making a game, just optimize your models. There's no reason to have very high poly models if it's a game. Most modeling packages have tools that can do all of this for you.
#2
07/30/2008 (6:30 pm)
I've found TGEA1.7.1 to generally have better performance than TGE1.5.2, but as JPB said, games really aren't supposed to have models with enormous polycounts, that's what Dx9 and normal mapping is for in TGEA.

Map2difplus_TGEA (whilst having a few issues that I'm sure will get worked out in the future) is a great framerate boost for Difs.

Also I've found that quantity of models also affects performance. So say you combine 6 models of a tree for a small wood, it'll give better performance than 6 seperate tree models. Whilst TGEA does have polysoup collision, I feel that better performance can be obtained by making static objects with their own old skool collision.

In the end, there's always going to be a trade off between loveliness and heaps of simpler stuff. I'm firmly in the heaps camp with a motto of KISS - Keep It Simple, Stoopid!