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#1

Artistic Levels without Lag

Archive: 42 posts


LittleBigPlanet has given us a lovely selection of pretty things to play with, and the community has produced some visually complex and artistic levels. Unfortunately, I've found a lot of these are hard to play because of lag. Part of the problem is the speed and reliability of my internet connection. If you have been blessed with superior interwebs, you might not have much or any lag. But for other players to get the most enjoyment out of your gorgeous levels, it's best to assume that slow connection and lag might be a problem, and take precautions.
That might mean making compromises here and there, but with a little knowledge and planning you can make visually stunning levels that everyone can play.

Just a small lag can make it difficult for players to jump or grab on time, and really bad lag will make a level unplayable.
A full thermometer can cause lag, but it's not the only factor. Too many decorations, animated materials, and moving objects (including Sackboy) will slow down the game - even if the thermometer has room to spare.

More players will increase lag so if your level is at risk, recommend single player only. If your level is intended to be multiplayer, then be extra careful to reduce lag. Try not to let your thermometer get more than 3/4 full, because each player takes up a bit of thermometer space.
Sackbots basically count as players on the thermometer, and they can lag out a level because they're such animated little characters. If you need Sackbots, just take care not to have too much motion around them.

First off, let's look at ways to reduce the thermometer. I like to use the "Emit/Destroy" technique, which damaz10 has explained in this tutorial (https://lbpcentral.lbp-hub.com/index.php?t=69827-Working-With-The-Emit-Destroy-Technique). I'd like to emphasize that emitting/destroying very large sections will cause lag, so work in smaller parts.
Try to limit your pallet of materials, stickers, and decorations. This will help keep your thermometer down and also reduce lag. There's no set rule on how large your pallet should be, just try not to use more than you need and choose your items wisely. Keep in mind that the addition of every new material, sticker, decoration, or in-game object will increase your thermometer more than if you duplicate items already in use.

Choosing Materials
Animated materials use more thermometer space and contribute to lag.
Attract-O-Gel (Muppets Pack) seems to be the worst for lag. Using an Attract-O Tweaker on non animated material is less laggy, but still a potential problem.
Felt (Muppets Pack) is useful because its color can be changed and it takes stickers very well, making it so you don't need so many different materials in your level.
Sticker Panel (Move Pack) is a versatile material because it's wonderful for decorations and can be made invisible too. If possible, use Sticker Panel instead of Hologram for all your invisible needs. Hologram is animated and even when it's invisible, contributes to the lag factor.
You can fake addional materials by taking a picture and placing in on a material that you're already using. Cardboard works well, also Felt and Sticker Panel. This technique works especially well for backgrounds.
When constructing shapes, remember that more corners means more information for the game to render. Make shapes as simple as possible by using the Corner Editor to remove unneeded points, which will depend on the material you use. For instance: when using Sponge, an octagon looks much like a circle - but the circle has many more corners.

Choosing Stickers and Decorations
Stickers are less of a concern, but still don't use more than needed. A few large stickers are preferable to a multitude of small ones, up to a point. If a sticker is too large you may encounter the "sticker glitch" - where the edges of your sticker turn crazy colors. If this happens check to see if it's there in Play mode and if so, make your sticker smaller and use more copies.
Move Paintings (Paint Tool from Move Pack) can be made small, medium, or large - which is a pretty big chunk of thermometer space. So far as I know, Paintings are no different from Stickers in terms of lag. However, if you place too many large paintings they may not render properly and appear pixelated.
Some decorations are more complex than others, and so take up more thermometer space and potentially cause lag. For example, the Cherry Blossom (Spring Creator Kit) takes up a lot more space than the Sakura.
Animated decorations, like the Cream Handkerchief, can cause lag if you have too many close together.

Special Effects
Smoke Machines, Fire, Horrible Gas, and explosions all contribute to lag. Emitters used for effects (like dripping water) can be problematic, especially with a very fast rate of emitting. Bottom line, you just can't have a ton of these things going at once. Use the minimum possible number of Smoke Machines and Emitters and make sure that the Lifespan of emitted objects is not longer than needed.
Water in your level is a factor, and having a lot of waves or changing water level can increase lag. When using water it's best to keep the bulk of your level as close to the floor as possible, as this minimizes the amount of water all together.

Lighting
I've done some tests with light objects and found that for minimizing lag it's best to use lights that can be set to Not Visible during gameplay, which means using either the LED Light Bulb or the Clear Light Bulb (Move Pack). Both of these lights act like decorations in that they aren't free standing objects, but have to be placed on other objects or materials. These two lights also seem to use the least Thermometer space.
I also found lag is affected more by the radius of lights than by the number of lights. Ultimately try to use lights sparingly, but opt for several smaller radius lights over one with a huge radius.
Changing the time of day in your level should have no effect, but increasing the fog density may increase lag (this is unconfirmed).

The Grappling Hook
I haven't experienced much lag with other power ups but the Grappling Hook tends to be problematic. Combined with too much decor, it'll cause game stopping lag. It seems to be the worst when a lot of Sticker Panel is used nearby. Again, this will be less of a problem for single player levels.

Camera Angles
The more we're seeing, the more imagery has to be rendered by the game. Pulling back to show a large area of your level can slow down gameplay. If you want to give the player a lovely view, do so without requiring precision jumps or use of the Grappling Hook - then bring the camera in closer for fast paced gameplay.
With a wide camera angle you may see a bunch of yellow "!" and areas of your level will go invisible. This means it's to complex and you'll need to either use a closer camera or simplify the area.

Turn it on and off
Where you're not using the Emit/Destroy technique, you can use switches on Sticker Panel, Smoke Machines, Emitters, Lights, Danger Tweakers, and any other moving parts. These things should only be switched on when they're in view of the player, which is easily done using Player Sensors.

Logic
Always use Microchips to hold your logic. They're good for Cameras too.
Instead of using Gates to control signal flow, place additional Chips on your Microchip and switch them on and off as needed.
Minimize wiring between objects by using Tags and Tag Sensors. Remember, you can label your tags. Wires contained on a Microchips aren't a problem, but you don't want too many stretched across your level.
Before you publish, close all the Microchips in your level.

Building your Level
Glue minimally, and use Anti-Gravity Tweakers to hold everything in place. When you glue objects together you increase complexity. Also, using a Tweaker set to 0% Gravity and 100% Dampening essentially removes physics calculations for that object - making less work for the game. It's preferable to use Tweakers instead of Light of Dark Matter because those materials are animated.
Plan ahead to avoid major problems, and be prepared to compromise a little. If you're making a Grappling level then be careful of other lag factors. If you're making a level chalk full of Sticker Panel and special effects, then Grappling Hooks and wide camera angles may not be a possibility.
Ask for feedback regarding lag when you advertise your level or recommend it to friends. If a player reports lag, ask them to be specific about where it happened and how many people were playing.

Publishing
When you're ready to publish (or re-publish) your level, there's a little trick I've heard about to further reduce lag. Go into Preview Mode and select any object with your Popit Curser - this registers as a change to the level. Then hover into an empty area, or an area with minimal lag potential if you have no completely empty spaces. From there, go into Play Mode and Save Changes.
Ideally you should do this single player but if you do have friends over, make sure they follow you into the empty area.

Music Sequencer Lag
Although it doesn't impair the playability of your level, a delay in your custom music loop can be distracting and it's a common problem that seems to get worse with every loop of the Music Sequencer.
The best solution I've found so far is to use a regular Sequencer to control the loop. There may still be a slight delay, but it's an improvement. Place two copies of your Music Sequencer on a regular Sequencer and set to loop. The time between the two Music Sequencers should be equal to the length of your song, with and the same distance again from the second Music Sequencer to the end of the regular Sequencer. This may sound difficult to calculate, but you can do it by just watching the Sequencer run through and placing your Music Sequencers at the right times.
If you already know the length of your song:
Set your Sequencer to have only two Stripes, each the same duration as your song - for example 1:05 would be 65 Seconds per Stripe. Then place one copy of your Music Sequencer on each Stripe and you're done.

Animation Flicker (Sticker Panel)
If you create an animation using a Sequencer, you may notice a flicker when it loops. As of yet I don't know a way to fix this aside from omitting the Sequencer all together and using a Selector and a Timer instead.
Connect each output of the Selector to a frame of your animation, in order - output 1 to the first frame, etc. Connect the Timer's output to its own reset, and also to the Selector's Cycle input. Now set the Target Time to suit the animation style you like, 0.1 or 0.2 Seconds looks nice.

Reasources for Artsy Creators:
Better Decorating Tutorial (https://lbpcentral.lbp-hub.com/index.php?t=72565-Better-Decorating-Tutorial-(great-aesthetics))
3D/Extra Layer Tool Give-Away and Tutorial (level) (http://lbp.me/v/0b6hcn)
Nudge Tool Tool Give-Away and Tutorial (level) (http://lbp.me/v/cn82yf)
Compression Tool (LBP1 level, includes instructions) (http://lbp.me/v/qrbtxq)
To Sequencer from Sheet Music (http://www.littlebigplanetarium.com/topic/3648-to-sequencer-from-sheet-music/)

Well, that's about all I have to offer at this point. If anyone has additional suggestions please comment and I'll update this tutorial.

Thanks to the following PSNs for helpful tips:
Liquid_Blood_
Dortr
Stellakris
Ungreth
Blackbeltnick95
Zing_007
Elvenbane
Ryumera
lordwarblade
NinjaMicWZ
julesyjules
2012-09-03 21:39:00

Author:
Pookachoo
Posts: 838


I think I've already told you this in the Planetarium or something, still I'll repeat it: Awesome tutorial! Something that does not feel copied, that is useful and very detailed. Perfect!2012-09-03 23:11:00

Author:
yugnar
Posts: 1478


Great write-up Pook and I'm positive It'll come in handy for not only myself but others as well. Excellent!2012-09-04 00:02:00

Author:
biorogue
Posts: 8424


I employ most of these techniques in my own levels, but I've gotta say that the downside to using sticker panel/felt in place of materials is the horrible sticker bug that's plagued the game since lbp1 and still remains unpatched. You say a few large stickers are preferable to many small ones and while this may ameliorate the lag situation, the larger the stickers (and the closer they lie in proximity to each other) the higher your chance of being hit by the sticker bug.

For anyone wondering what sticker bug I'm talking about, its where the edges of materials dont display the sticker properly and instead cycle through various stickers that have been used elsewhere in the level. The best solution if this happens is to extend the edges of the affected area to hide them behind another piece of material or out of camera shot.
2012-09-04 00:36:00

Author:
Ungreth
Posts: 2130


Great list, and depressing. It's like a list of all the foods that are bad for health. Basically everything tasty. 2012-09-04 02:55:00

Author:
Unknown User


Thanks for the feedback, everyone! I've updated the OP, and will do so again as needed 2012-09-04 04:33:00

Author:
Pookachoo
Posts: 838


Are you sure about the gluing thing? I've been out of the game for a long time but it was always conventional wisdom that gluing things together was the best practice. And are you sure about gravity tweakers being better than dark/light matter? Have there been tests to confirm these ideas?2012-09-04 11:44:00

Author:
Sehven
Posts: 2188


Are you sure about the gluing thing? I've been out of the game for a long time but it was always conventional wisdom that gluing things together was the best practice. And are you sure about gravity tweakers being better than dark/light matter? Have there been tests to confirm these ideas?

Dark matter is animated and it is yet another material to add to the list of materials you use. Setting a gravity tweaker as suggested effectively removes most of the physics the engine has to calculate... hence, he's right
2012-09-04 13:48:00

Author:
GribbleGrunger
Posts: 3910


I glue all the inanimate parts of a set piece together and then stick a single gravity tweaker on it2012-09-04 15:10:00

Author:
Ungreth
Posts: 2130


Are you sure about the gluing thing? I've been out of the game for a long time but it was always conventional wisdom that gluing things together was the best practice. And are you sure about gravity tweakers being better than dark/light matter? Have there been tests to confirm these ideas?

I have actually heard conflicting information about glueing and tweakers vs dark matter, and I have not done tests myself.
Those suggestions came from Liquid_Blood_ and I'm just trusting his info to be current and reliable. So this one's on you, Liquid
2012-09-04 18:56:00

Author:
Pookachoo
Posts: 838


Even if the anti-grav's don't help with lag, I've found it does make editing the level a lot easier at times.

This is a great tutorial by the way.
2012-09-05 02:32:00

Author:
xxMATEOSxx
Posts: 1787


Even if the anti-grav's don't help with lag, I've found it does make editing the level a lot easier at times.

Me too. Like Ungreth, I like to glue some chunks (I should try less glueing) and if you unglue then you can lose your light/dark matter.
2012-09-05 04:28:00

Author:
Pookachoo
Posts: 838


Awesome stuff bud2012-09-05 04:28:00

Author:
L-I-M-I
Posts: 611


I think you should add a paragraph about lighting too, since this is an element that has the potential to enhance the visuals greatly, yet also to cause serious lag if misused.2012-09-05 10:49:00

Author:
Ungreth
Posts: 2130


Does the the time of day effect it too? long shadows, short shadows, if you see what I mean2012-09-05 12:20:00

Author:
GribbleGrunger
Posts: 3910


Do you have any specific suggestions, such as certain types of light causing more problems?2012-09-05 19:39:00

Author:
Pookachoo
Posts: 838


Do you have any specific suggestions, such as certain types of light causing more problems?

no, I was just wondering. I would have thought that early morning and late evening light may take up more thermo because they cast longer shadows. I don't know if that's the case, but it just struck me as a possibility.
2012-09-05 21:25:00

Author:
GribbleGrunger
Posts: 3910


When it comes to lighting a good rule to follow is to ask ?What would Morgana do???and then use 10-20x LESS lights!


no, I was just wondering. I would have thought that early morning and late evening light may take up more thermo because they cast longer shadows. I don't know if that's the case, but it just struck me as a possibility.

Time of day affects the position and intensity of the solar/ambient lights, not their number, still need to do all the same calculations?

* Request for suggestions was probably to Ungreth btw.
2012-09-05 21:42:00

Author:
fullofwin
Posts: 1214


Time of day affects the position and intensity of the solar/ambient lights, not their number, still need to do all the same calculations…

* Request for suggestions was probably to Ungreth btw.

Okay, that's good to know. Request for suggestions is really to anyone
2012-09-05 22:00:00

Author:
Pookachoo
Posts: 838


After fiddling around with lights for a bit, I've added this section to the OP:

Lighting
I've done some tests with light objects and found that for minimizing lag it's best to use lights that can be set to Not Visible during gameplay, which means using either the LED Light Bulb or the Clear Light Bulb (Move Pack). Both of these lights act like decorations in that they aren't free standing objects, but have to be placed on other objects or materials. These two lights also seem to use the least Thermometer space.
I also found lag is affected more by the radius of lights than by the number of lights. Ultimately try to use lights sparingly, but opt for several smaller radius lights over one with a huge radius.
Changing the time of day in your level should have no effect, but increasing the fog density may increase lag (this is unconfirmed).
2012-09-09 19:47:00

Author:
Pookachoo
Posts: 838


i would say that increasing the fog density would decrease the thermo to be honest.2012-09-10 11:25:00

Author:
GribbleGrunger
Posts: 3910


I've added paragraphs near the end on Publishing, Music Sequencer Lag, and Animation Flicker.2012-09-25 19:54:00

Author:
Pookachoo
Posts: 838


Very nice post Pookachoo very useful. The paragraph about the lighting is real handy to know.2012-09-26 15:07:00

Author:
Lordwarblade
Posts: 761


Hmm not sure I'm reading that right. but are you saying you get internet lag while playing a level even when alone? if so, then that's impossible. because the host player can't lag from their own internet connection if they are alone, also the host player theirself will only lag very... very little with friends with them. even if their internet is horrible like mine (satellite internet) *mew

also you are only half right about animated materials. they do create some very small lag i suppose. but they don't take up more thermo then normal materials, actually most animated materials use almost no thermo at all! like all the glass animated materials. only ones i found that use a lot of thermo are the animated cardboard materials & Attract-O-Gel material. I know this because i've done extreme material thermo level counting. i look at & counted exactly how much thermo every single material in the game uses. it was very odd to say the least and not what one would expect a lot of the time.

And TBH, i see some other small holes in some of the other lag + thermo advice on this tutorial too. tho it would take me a bit of testing to be extra sure on some of them. *mew
2012-09-27 13:53:00

Author:
Lord-Dreamerz
Posts: 4261


When I say "lag" I'm talking about experiencing a delay between pushing a button on the controller and seeing the action carried out in the game, and this does happen when playing alone. I've experienced it in other people's levels and player's have reported it in my levels. I also tend to have lag when playing with others (in levels that are fine single player) and it's always worse when I'm the host.
There will also be individual variation which I can only assume to be based on the speed of one's internet connection. I've found through experience that not all players will have lag in the same levels.

A full thermo is a contributor to lag, but a low thermo doesn't eliminate lag - it's more to do with how much information the game is rendering, which is why lag problems happen when there's a lot of motion going on.

The OP is a collection of information from many creators and I have not personally tested everything - I don't have the time, and I'm trusting the contributors to be accurate. I'll continue to add information as it comes up, but in terms of "holes" I won't be removing anything unless I can definitely verify an inaccuracy.
2012-09-27 20:34:00

Author:
Pookachoo
Posts: 838


and I'm trusting the contributors to be accurate.

Right. almost as if to say i can't be trusted while they can be far more. i hear perfectly what your saying. *mew

And i know what lag is. and i'm saying the lag does not come from your internet connection itself if you are alone. if you are with others then yeah, you will lag a bit from internet connections. the lag you are getting while alone is purely just from a level that is made with lots of lag creating objects & other stuff.

and notice when i talked about the materials i was not talking about if they were laggy or not, i was only pointing out that most animated materials do not use more thermo then most other materials. but yes, animated materials do create more lag then normal materials like i said before. *mew

Now You may not want to believe i know much about this subject. but i am a creator & a active member here. so try to at least consider what i say instead of acting like what i say has no thought behind it. and before you say i'm not listening to what you are saying, then know that i am. i would not have said anything without consider your side of the subject first.
2012-09-27 21:15:00

Author:
Lord-Dreamerz
Posts: 4261


Right. almost as if to say i can't be trusted while they can be far more. i hear perfectly what your saying. *mew

It's not that I distrust you - I know that you're active as a creator and as a member here. Rest assured that I will be equally hesitant to remove any contributions you make. It's not my intention to discriminate against or give priority to anyone's individual input.
If one creator says that something works, and another creator says it doesn't; then I'll figure that it works some of the time and is a viable suggestion even if not 100% guaranteed.
It's been my experience that problem solving in LBP is subjective and inconsistent, which is why I don't want to remove information unless it's actually problematic.

I have come across levels in which only some single players are experiencing lag, and that fact seems like an indication that internet connection is a factor - but maybe not.
If my mention of internet connection in the OP is misleading, then I will change it.

I will seriously consider specific changes suggested by you or anyone else.

A thorough documentation of how much thermo space each material consumes would be a very useful article, and If/when you write such an article let me know and I'll include a link in the OP.
2012-09-27 22:29:00

Author:
Pookachoo
Posts: 838


A thorough documentation of how much thermo space each material consumes would be a very useful article, and If/when you write such an article let me know and I'll include a link in the OP.

Alright. thanks for saying that you don't distrust me.

And yeah i have about 2 or 3 Tutorials i have been planning for a while but have not gotten around to doing yet. *mew
2012-09-27 22:39:00

Author:
Lord-Dreamerz
Posts: 4261


I try to keep an eye on the tutorial section, but feel free to drop me a comment when you've posted one 2012-09-27 23:07:00

Author:
Pookachoo
Posts: 838


fume, I've experienced horrendous lag when playing alone. I've been in some levels that were so overloaded that my little sack guy was moving like he was in slow motion or trying to walk through honey or something. Matter of fact, it wasn't only me but several of the other crew members experienced it as well. The lag was so terrible that it was nearly impossible to complete the level. Internet connection IS a factor in a lot of cases. I have less than average internet speed, which hinders me from playing a lot of multiplayer games. I can take my laptop up to the office and play a multiplayer FPS game with no issues because the internet is blazing fast there, but at home...forget it.2012-09-28 01:25:00

Author:
biorogue
Posts: 8424


fume, I've experienced horrendous lag when playing alone. I've been in some levels that were so overloaded that my little sack guy was moving like he was in slow motion or trying to walk through honey or something. Matter of fact, it wasn't only me but several of the other crew members experienced it as well. The lag was so terrible that it was nearly impossible to complete the level. Internet connection IS a factor in a lot of cases. I have less than average internet speed, which hinders me from playing a lot of multiplayer games. I can take my laptop up to the office and play a multiplayer FPS game with no issues because the internet is blazing fast there, but at home...forget it.

No. I don't know where exactly you getting the lag from but it's not simply just because you have slow net. I already said my net has never been good at home and i never had these problems. Because pay attention, you are not loading new level data once the level is already loaded and you are playing it. which is why even if your internet disconnects you are still able to play the level. for internet to be still giving you lag at that point it means it is loading data that has nothing to do with the level. because once the level is loaded, it simply is 100% loaded (not counting level links) *mew

And really. must we keep talking about this all day? o.O *mew
2012-09-28 02:22:00

Author:
Lord-Dreamerz
Posts: 4261


Because pay attention, you are not loading new level data once the level is already loaded and you are playing it.

In that case, what else is affecting lag?
I've played levels where I had lag single player but the author did not, so logically there has to be something affecting lag besides just the content of the level. There must be another factor at work that is subjective to the player.
2012-09-28 03:47:00

Author:
Pookachoo
Posts: 838


In that case, what else is affecting lag?
I've played levels where I had lag single player but the author did not, so logically there has to be something affecting lag besides just the content of the level. There must be another factor at work that is subjective to the player.

yeah not sure about that one. it may have to do with something else outside of the level itself LBP is trying to load. I do know i see the earth icon spinning sometimes even when i am just setting in my pod doing nothing. but yeah unsure what is creating lag for some of you. one thing that could help is to disconnect your net after you loadup the level and reconnect once you get to the end of the level. see if that gives you less lag or not as a test. *mew

I'll look more in to it later, see if i can find out the problem.

I know also that everyplayer can have their own set of problems that others don't have. like a problem that can be profile related or PS3 related. there can be so many different reasons it's hard to know exactly. *mew
2012-09-28 06:44:00

Author:
Lord-Dreamerz
Posts: 4261


I've only ever encountered lag a few times during create, and they were due to excessive lighting or/and decorating, or pulling the camera out too far. You've mentioned these in the OP, but maybe highlight them, they are big bosses of the nasties. The only other things I can think of to add is to keep all moving parts stationary until the player encounters them, and if you're using water, try and build your level as low in the create area as possible, the less water the less lag. (sounds a bit random but I'm currently building one and it seemed to work).2012-09-28 10:53:00

Author:
julesyjules
Posts: 1156


@fumetsusozo You can get lag even without being online. My latest level i am making is suffering from lag when i test it in play mode and create in offline.
One of my latest animated boss battles also has lag in single player offline mostly because there are many emitters and stickers in a small area. The character has 18 frames or so each frame has between 10 to 30 stickers on it (Have to redo it now i have the move paint tool) The problem is that because there are so many moving parts and stickers in that area the level lags regardless of internet so yes lag can happen even when offline and if fixed will prevent online lag from being too bad hopefully.

Look at games like Skyrim also. Get too many things happening at once and it lags. Offline is only one out of many reasons why lag happens so this thread has some good opinions to help prevent lag as much as possible when creating to help when playing online.

Also yes your level is loading data every so often as whenever an emitter emits something the graphics have to acknowledge it so therefore uses up more memory in game or something like that anyway. Its the same when a piece of sticker panel is turned on and has many stickers on it you will notice it is blurry for a moment at first. That's because the objects graphics have to adjust and load.

I have even made an animated character for Papanurgle not long ago that lags in create when its microchip is open as there is just too much logic on it. Again even in offline mode.



Also through my latest tests since reading that holo could produce more lag then sticker panel in this thread i can say that it may just be true as i prevented a bit of lag in my level after turning every piece of holo into sticker panel. The people who tested it after i published it again said they had less lag.
Still can't really confirm it but it is looking like Pook may be right about it.

Testng it on its own even with a full screen of holo pieces in different shapes and different movements doesn't lag at all so it must be a contributor in my level with all the stickers decos and animated or moving objects.
So when testing these different methods out the outcome won't be completely accurate as there are many factors so what lags one level may have no effect on another at all.


A question for anyone. Does custom music contribute to lag? I haven't really tested it but have noticed my latest level only the custom music not standard LBP music is lagging when you play. I haven't really noticed this before though.
2012-09-28 15:34:00

Author:
Lordwarblade
Posts: 761


@fumetsusozo You can get lag even without being online. My latest level i am making is suffering from lag when i test it in play mode and create in offline.

Ugh, that's not what fumetsusozo is saying.

He's saying that if you are playing solo, that because the level is completely loaded into memory on your local PS3 and it doesn't have to synchronize data between players that there shouldn't be MORE lag then just that which can be attributed to the stuff in the level.

It sounds pretty reasonable to me...but as fumetsusozo also said there are a lot of unknown factors. Heck just the costume your sack person is wearing versus the creators could make a difference.

I don't see how this is useful however as it's not something the creator as any control of...players have no choice but to be online to play published levels...it's not like the Vita where you can download them locally.
2012-09-28 16:37:00

Author:
fullofwin
Posts: 1214


Ugh, that's not what fumetsusozo is saying.

He's saying that if you are playing solo, that because the level is completely loaded into memory on your local PS3 and it doesn't have to synchronize data between players that there shouldn't be MORE lag then just that which can be attributed to the stuff in the level.

It sounds pretty reasonable to me...but as fumetsusozo also said there are a lot of unknown factors. Heck just the costume your sack person is wearing versus the creators could make a difference.

I don't see how this is useful however as it's not something the creator as any control of...players have no choice but to be online to play published levels...it's not like the Vita where you can download them locally.

Ok sorry i misinterpreted what he meant.

The point is that if you are experiencing lag within your levels offline then some of the methods in this thread are very helpful to reduce it and create a level that will play better online because of it.
Even if offline is fine it may still help a levels online experience so i would say this thread is helpful.
2012-09-28 16:53:00

Author:
Lordwarblade
Posts: 761


Ok sorry i misinterpreted what he meant.

The point is that if you are experiencing lag within your levels offline then some of the methods in this thread are very helpful to reduce it and create a level that will play better online because of it.
Even if offline is fine it may still help a levels online experience so i would say this thread is helpful.

Yeah the chat we were having was about Internet lag. not level content lag. I know the difference between the 2. Far as i can tell everything on this topic's tutorial is right about what level content can make lag far as i know... *mew
2012-09-28 17:40:00

Author:
Lord-Dreamerz
Posts: 4261


I've only ever encountered lag a few times during create, and they were due to excessive lighting or/and decorating, or pulling the camera out too far. You've mentioned these in the OP, but maybe highlight them, they are big bosses of the nasties. The only other things I can think of to add is to keep all moving parts stationary until the player encounters them, and if you're using water, try and build your level as low in the create area as possible, the less water the less lag. (sounds a bit random but I'm currently building one and it seemed to work).

Lol, I actually meant to include all moving parts in the "Tun it on and off" paragraph. And I didn't know that about water level, but it makes perfect sense. I've updated the OP.
As for highlighting certain topics, I started down that road but felt like I'd end up highlighting half of the article


Also through my latest tests since reading that holo could produce more lag then sticker panel in this thread i can say that it may just be true as i prevented a bit of lag in my level after turning every piece of holo into sticker panel. The people who tested it after i published it again said they had less lag.
Still can't really confirm it but it is looking like Pook may be right about it.

Testng it on its own even with a full screen of holo pieces in different shapes and different movements doesn't lag at all so it must be a contributor in my level with all the stickers decos and animated or moving objects.
So when testing these different methods out the outcome won't be completely accurate as there are many factors so what lags one level may have no effect on another at all.


A question for anyone. Does custom music contribute to lag? I haven't really tested it but have noticed my latest level only the custom music not standard LBP music is lagging when you play. I haven't really noticed this before though.

I've heard that the lag caused by holo is due to it's animation - even if it's set to 0% brightness, apparently the game still renders the animation that you can't see in play mode? It's interesting, some things that can cause lag only seem to do so in combination with other lag factors.

As for custom music - I suspected that it would cause lag, but so far I've seen no indication that it does. I'd be interested to know if anyone's had problems, particularly when combining custom music with other potential lag factors.
2012-09-28 21:08:00

Author:
Pookachoo
Posts: 838


Slight update to the OP, just a quick tip to make things easier:


If you already know the length of your song:
Set your Sequencer to have only two Stripes, each the same duration as your song - for example 1:05 would be 65 Seconds per Stripe. Then place one copy of your Music Sequencer on each Stripe and you're done.
2012-12-19 21:28:00

Author:
Pookachoo
Posts: 838


Also, a big contributor to lag,

only have deadly (plasma/electrifie) material deadly when a player touches it!!!! Place a impact sensor set to touching and any sackbot and hook that up to deadly logic piece.

next is very important as well.. only have moving pieces move while in view, u dont want a bunch of moving platforms etc moving while off screen. Hook a player sensor into the piston/mover/emitter/etc with the radius being larger then the viewing area. (This will also work if u want the material too show that it is electrified or plasmified)

have no more then 3 decos or so in a given viewing area as well as maybe 5 stickers. Pretty much make the best with the least possible.

also large peices of material have a negative effect on thermo and lag
2014-03-20 01:41:00

Author:
L-I-M-I
Posts: 611


Back to sleep necro'd thread.2014-03-20 10:48:00

Author:
Morgana25
Posts: 5983


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