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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 methods2013-12-11 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-Lag2013-12-12 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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