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Quick question about reducing lag
Archive: 9 posts
Quick question. I'm making a top down shooter and was wondering what causes lag and how I can reduce it. Do tags and tag sensors or emitters cause lag? | 2013-12-11 23:04:00 Author: airide101 Posts: 141 |
Everything causes lag. For a shooter, you can decrease lag by.... -Emit parts of your level currently in use and destroy them after you are finished using them. -Make a perimeter hologram/sticker panel just outside the camera view, and glue it to the camera. Add logic so that the bullets get destroyed when impacting the hologram/sticker (it's slightly better than setting a lifetime for the emitted bullets, only the bullets you can see will be in the level) -Only make enemies shoot when they or the bullets will be visible to the player. If the player won't see them, it'll just cause unnecessary lag. | 2013-12-11 23:26:00 Author: AmazingKittyCat Posts: 204 |
Thanks! Just wanted to be sure with some of those methods | 2013-12-11 23:33:00 Author: airide101 Posts: 141 |
Article here on reducing level lag: https://lbpcentral.lbp-hub.com/index.php?t=73706-Artistic-Levels-without-Lag | 2013-12-12 19:25:00 Author: Pookachoo Posts: 838 |
Minimizing the amount of corners is one of the most vital things to check. Reducing the amount of corners can easily be done by either using/placing perfectly round circles, or using Triangles instead of Squares - especially when using Sticker Panel and Hologram for logic components. ^Just a quick tip^ -- Jauw | 2013-12-12 23:21:00 Author: Jauw Posts: 484 |
Minimizing the amount of corners is one of the most vital things to check. Reducing the amount of corners can easily be done by either using/placing perfectly round circles, or using Triangles instead of Squares - especially when using Sticker Panel and Hologram for logic components. ^Just a quick tip^ -- Jauw There's no performance gain in using triangles over squares, they're identical save for the <5% difference in thermo cost. If you're using complex objects you will run out of thermo before you encounter any lag. | 2013-12-13 01:10:00 Author: Ayneh Posts: 2454 |
Minimizing the amount of corners is one of the most vital things to check. Reducing the amount of corners can easily be done by either using/placing perfectly round circles, or using Triangles instead of Squares - especially when using Sticker Panel and Hologram for logic components. ^Just a quick tip^ -- Jauw There's no performance gain in using triangles over squares, they're identical save for the <5% difference in thermo cost. Generally, the limit is around 800-1000 material objects on screen together regardless of their geometric complexity. If you're using complex material objects you will run out of thermo before you encounter any lag. | 2013-12-13 01:13:00 Author: Ayneh Posts: 2454 |
Minimizing the amount of corners is one of the most vital things to check. Reducing the amount of corners can easily be done by either using/placing perfectly round circles, or using Triangles instead of Squares - especially when using Sticker Panel and Hologram for logic components. ^Just a quick tip^ -- Jauw There's no performance gain in using triangles over squares, they're identical save for the <5% difference in thermo cost. Generally, the limit is around 800-1000 material objects on screen together regardless of their geometric complexity. With more complex material objects you will run out of thermo before you encounter any lag. | 2013-12-13 01:18:00 Author: Ayneh Posts: 2454 |
Article here on reducing level lag: https://lbpcentral.lbp-hub.com/index.php?t=73706-Artistic-Levels-without-Lag Wow I forgot how awesome this community is. I was able to achieve some better frame rates in my level. This is a great topic--it could even be merged. Thats all the info you need right there. | 2013-12-13 03:30:00 Author: Rpg Maker Posts: 877 |
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