samv96UK Posted August 13, 2012 Share Posted August 13, 2012 Out of curiosity, I was wondering if anyone has done this before. In the Rochebere mod I am working on, some of the areas have terrible FPS lags, which I believe is due to having lots of Objects/Object References in one cell. The lags particularly occur when the player is standing in one cell facing another cell, each with several references in. Is it possible to do something which will reduce these lags in the areas I have created? I wouldn't call them game-breaking, but they are annoying when playing in the mod world to say the least, especially when the player is in combat. Link to comment Share on other sites More sharing options...
Hangman4358 Posted August 13, 2012 Share Posted August 13, 2012 in interiors of course you have the room markers as a viable way to do this but in a world space i think the only real way to go about reducing lag is to reduce the number of references. But you have to also remember that having 20 of the same chair is less resource intensive than 20 different chairs. Link to comment Share on other sites More sharing options...
samv96UK Posted August 13, 2012 Author Share Posted August 13, 2012 in interiors of course you have the room markers as a viable way to do this but in a world space i think the only real way to go about reducing lag is to reduce the number of references. But you have to also remember that having 20 of the same chair is less resource intensive than 20 different chairs. Yeah, I didn't think there was going to be any way around it except deleting objects, but it's difficult to do so since I can't find any objects which are unnecessary. I'll probably just have to make a note in the mod description about it, as it's just when you look in some directions you drop to about 20 FPS. Link to comment Share on other sites More sharing options...
gasti89 Posted August 13, 2012 Share Posted August 13, 2012 Well, i don't know what's your rig, but with mine i have huge drops when looking down from Dragonsreach staircase. So i think players are prepared to fps drops when facing many objects ;) Link to comment Share on other sites More sharing options...
tetradite Posted August 13, 2012 Share Posted August 13, 2012 Price you pay for making good looking spaces :D I suffer from it myself. As hangman kinda said, it's more the texture count than the object count a lot of the time. (A "new" type of chair doesn't hit resources more because it's a new shape, it's because it uses different textures). If you can find any objects that are rarely used and have textures not used by other objects in your mod, then replace with comparable objects that DO have textures already used by other objects (things like stone textures on buildings are usually one texture file that's used by many different objects) you can make a pretty good dent in the lag. Similar to the above, where your object with a less used texture is critical because of it's shape but not necessarily it's texture, you can also unpack the (e.g stone) texture that is commonly used in your mod and use it to retexture (via texture sets) your objects that have unique textures. Hope that makes sense. Link to comment Share on other sites More sharing options...
samv96UK Posted August 13, 2012 Author Share Posted August 13, 2012 Well, i don't know what's your rig, but with mine i have huge drops when looking down from Dragonsreach staircase. So i think players are prepared to fps drops when facing many objects ;) I don't get many lags in-game unless I'm in a really cluttered dungeon, I'm fine most other times. If people are used to lags though, then it should be okay, right? :biggrin: It's still wholly playable, just a bit irritating. Price you pay for making good looking spaces :D I suffer from it myself. As hangman kinda said, it's more the texture count than the object count a lot of the time. (A "new" type of chair doesn't hit resources more because it's a new shape, it's because it uses different textures). If you can find any objects that are rarely used and have textures not used by other objects in your mod, then replace with comparable objects that DO have textures already used by other objects (things like stone textures on buildings are usually one texture file that's used by many different objects) you can make a pretty good dent in the lag. Similar to the above, where your object with a less used texture is critical because of it's shape but not necessarily it's texture, you can also unpack the (e.g stone) texture that is commonly used in your mod and use it to retexture (via texture sets) your objects that have unique textures. Hope that makes sense. Surprisingly, there's not actually that many different textures used in the area- many of the walls and floors use the same textures. It's probably just the little feature though, like I have a couple of market stalls which are textures that aren't used elsewhere in the region. Thanks for the advice anyway :thumbsup: Link to comment Share on other sites More sharing options...
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