Hi guys -my ever increasing list of Questions continues.....
Next up is simply to verify a few things I have read seen about the place....
Righty here we go, My first attempt at making a track (still un-named fantasy track) is quite heavily populated with trees etc in some sections. In light of differing computer specs that guys could be using to play EVO/RaceOn I would like to know how the following may effect FPS.
1: I read somewhere that having items as "collidable" effects FPS due to adding to resources required to process that data - is this correct?
2: LOD IN/OUT - or "pop-up" in BTB EVO (and other versions too I'm sure) you can force objects to pop-up at varying distances - does having a large amount of objects rendered effect the FPS - even if they are not visible on the screen, or does the actual process of creating/rendering the items serve as a bigger hit?
3: (a kinda follow on from the previous one) Does a long SObject use more resources than a bunch of objects? Potentially you could set the LOD IN/Out to turn off single Objects, where-as one long SObject would need to process the entire length (even if not in view)
Depending on the outcome of this post my track may need to undergo some "detail" modding. Of course i understand that more cars on track (maximum 22) will effect the FPS - already noticed that, and thats the reason for my questions....I simply want to get a relative balance between looking nice (without noticable pop-ups) and playing smoothly...I've turned object shadows off - mainly to conserve processor power, and really the track still looks ok - who really looks at the shadows anyway???
Once this is sorted - it'll be a case of tidying up the gdb/aiw/cam files, trying to sort the startlights (as in a previous post) and then looking for a few kind souls to do some beta testing - its getting closer - but still a ways off yet!
Oh! nearly forget I need a name for it too - he he he! might let the beta-testers think of one.
Cheers for any help,
Kiwidemon
Next up is simply to verify a few things I have read seen about the place....
Righty here we go, My first attempt at making a track (still un-named fantasy track) is quite heavily populated with trees etc in some sections. In light of differing computer specs that guys could be using to play EVO/RaceOn I would like to know how the following may effect FPS.
1: I read somewhere that having items as "collidable" effects FPS due to adding to resources required to process that data - is this correct?
2: LOD IN/OUT - or "pop-up" in BTB EVO (and other versions too I'm sure) you can force objects to pop-up at varying distances - does having a large amount of objects rendered effect the FPS - even if they are not visible on the screen, or does the actual process of creating/rendering the items serve as a bigger hit?
3: (a kinda follow on from the previous one) Does a long SObject use more resources than a bunch of objects? Potentially you could set the LOD IN/Out to turn off single Objects, where-as one long SObject would need to process the entire length (even if not in view)
Depending on the outcome of this post my track may need to undergo some "detail" modding. Of course i understand that more cars on track (maximum 22) will effect the FPS - already noticed that, and thats the reason for my questions....I simply want to get a relative balance between looking nice (without noticable pop-ups) and playing smoothly...I've turned object shadows off - mainly to conserve processor power, and really the track still looks ok - who really looks at the shadows anyway???
Once this is sorted - it'll be a case of tidying up the gdb/aiw/cam files, trying to sort the startlights (as in a previous post) and then looking for a few kind souls to do some beta testing - its getting closer - but still a ways off yet!
Oh! nearly forget I need a name for it too - he he he! might let the beta-testers think of one.
Cheers for any help,
Kiwidemon