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#1

Lag/Thermo fill

Archive: 5 posts


So, Im working on a twin stick. I have one player ship, my 3 projectiles in the level, Hollow square of dark matter, and a square background. 5 enemy templates, 1 with the logic, as Im still testing. My emitter and pickup templates (3). I started testing in play mode this morning, and after about 7 spawns, the lag hits really hard. My thermo sits still at about 10-15% until They spawn, and it jumps to near 75%, and I do not understand why. There is almost nothing in the level. Im hoping its not the logic, because I dont even have that many features wired yet. If anyone has an idea why, please let me know.

The only thing I can think of right now is that the enemies are too complex, as the spawning enemy is made of 5squares with a twisted paradox effect. But for only 7-10 on the level, Thats insane.

Other problem might be too many tags, I as have atleast 10 different tags w/ labels, and multi copies of each throughout. But why give the option to label, If you cant use more than 8 without issues.
2012-01-07 01:50:00

Author:
Unknown User


the tags/sensors shouldn't be the issue, pretty sure i've had close to 100 in a level b4 without causing issues. what i'd suggest is seeing how much the thermo jumps when you make a copy of each object (select the object and press L3). that way you should find which part is causing the problems. you could also copy each chip to see if any of those make the thermo jump up2012-01-07 02:52:00

Author:
evret
Posts: 612


Complex physical objects use much more thermo than logic does.2012-01-07 02:55:00

Author:
Brannayen
Posts: 438


ok, thanx guys. Have about an hour left here at work, then Ill try it out..2012-01-07 02:57:00

Author:
Unknown User


I arrive a bit late, but here I am.

What they said is right, so let's see if I can add something useful here:

Most of time I've being playing in LBP2 I was making and improving my twinstick level (link in my signature). I used MORE than 100 different tags. Confirmed, that's not the cause of the lag.

But, as they said, if enemies' shapes are too complex, that can be hard for thermo. Work on the enemies to make them as light (for thermo) as possible. Do what evret said to find the heaviest parts. But, if chips are too complex, they could also fill the thermo too much.

Probably you are thinking on making a progressive difficult rising system? My experience can help to do that. I've made a very complex system for my Geometry Wars, and managed to solve thermo problems. I'm not ready to explain it well right now anyway, but, basically, there are different phases with different spawning systems. The spawning logics are placed in holo pieces and connected wirelessly to the rest of the level. To switch phases, I emmit the new one, 0.1 sec later I destroy the previous one.

It's a bit hard to explain :S. I'd like to share my experience with you. If you are interested, send me a friend request.
2012-01-07 21:20:00

Author:
SebasSBM
Posts: 159


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