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Author Topic: Problem with large map files - lots of lag.  (Read 3255 times)
FCP
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« on: March 14, 2006, 07:24:24 pm »

In this case by a large map file I mean a file with many templates (56) that have a number (around 10) meshes on them that define internal and external walls  - the level IS horribly laggy if the camera is pointing at the templates (they are positioned in a straight line).

My guess is that CS calculates visibility based on which way the camera is pointing (it doesnt take solid walls as a factor for line of sight) since if I turn around the FPS return to normal values. So will setting the camera in an isometric perspective or so help reduce the lag or should I just reduce the number of templates because CS cant handle it?

Can anything else be done for lag reduction?

By the way I am having trouble compiling my CEL applications due to some stupid error (this is relevant since CEL makes camera work easy), I have posted about it the CEL subforum.
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jorrit
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« Reply #1 on: March 14, 2006, 07:29:53 pm »

In this case by a large map file I mean a file with many templates (56) that have a number (around 10) meshes on them that define internal and external walls  - the level IS horribly laggy if the camera is pointing at the templates (they are positioned in a straight line).

My guess is that CS calculates visibility based on which way the camera is pointing (it doesnt take solid walls as a factor for line of sight) since if I turn around the FPS return to normal values. So will setting the camera in an isometric perspective or so help reduce the lag or should I just reduce the number of templates because CS cant handle it?

Can anything else be done for lag reduction?

By the way I am having trouble compiling my CEL applications due to some stupid error (this is relevant since CEL makes camera work easy), I have posted about it the CEL subforum.

You could attempt to use the Dynavis visibility culler but I guess that you are using lightmapped things? These can cause a lot of performance overhead because they use a lot of texture memory. Perhaps reducing texture size or going from 16x16 to 32x32 lightmap lumel size (lightmapcellsize in settings) will help.

Greetings,
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FCP
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« Reply #2 on: March 14, 2006, 07:50:13 pm »

I did that (changed the lumel size and the texture size) but it was still pretty laggy - turning off the light completely helped though.

Will realigning the camera help though?
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jorrit
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« Reply #3 on: March 14, 2006, 08:17:54 pm »

I did that (changed the lumel size and the texture size) but it was still pretty laggy - turning off the light completely helped though.

Will realigning the camera help though?

Realigning camera will not really help I think. Try using dynavis visibility culler or else try to reduce the number of objects (i.e. merge objects into bigger object) as CS performs better with fewer objects (that use more polygons).

Greetings,
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FCP
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« Reply #4 on: March 14, 2006, 08:47:02 pm »

Ok how do I go about the using the dynavis visibility culler then?
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jorrit
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« Reply #5 on: March 14, 2006, 08:57:23 pm »

Ok how do I go about the using the dynavis visibility culler then?

Adding  <cullerp>crystalspace.culling.dynavis</cullerp> inside a sector.

Greetings,
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FCP
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« Reply #6 on: March 14, 2006, 09:35:20 pm »

Ok now that improved the FPS quite a bit.
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FCP
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« Reply #7 on: March 14, 2006, 09:37:11 pm »

Thanks!
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FCP
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« Reply #8 on: March 14, 2006, 10:01:25 pm »

By the way is there any way to turn off alll the shadows - they seem to be a real performance issue.
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jorrit
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« Reply #9 on: March 14, 2006, 11:08:36 pm »

By the way is there any way to turn off alll the shadows - they seem to be a real performance issue.

Shadows are not the problem. But lightmapping is. You can turn off lightmapping by either switching to genmesh (probably best) or else adding <lighting>no</lighting> to all thing polygons.

Greetings,
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