View Full Version : FluidSurfaceInfo Kills FPS
legacy-Phear
09-01-2004, 11:33 PM
I have a few maps that have large areas with FluidSurfaceInfos but they are killing my FPS. Any suggestions? beyond the no fluid surface info.
legacy-Shakuurn
09-01-2004, 11:37 PM
Go into the FluidSurfaceInfo's properties and reduce the USize and VSize. Then, use the scaling tools on the bottom right corner to compensate for size.
legacy-Phear
09-02-2004, 10:52 PM
Still need more than one FSI. When i said it was large i ment HUGE.
legacy-Perfect Chaos
09-02-2004, 10:59 PM
There is an option in the FSI to scale it as Shakuurn said, but I think he meant for you to scale it up. Delete all the others, you only need one. It can get HUGE, so I incredibly highly doubt you'll need more than one. Mine is set to about 64*64, and covers my whole dam, which is quite large. 255*255 is the max, which is easily something like 320,000 * 320,000 EU (editor units).
legacy-Phear
09-02-2004, 11:51 PM
You people dont seem to believe me. Even at 255x255 it is still not big enough.
legacy-Shakuurn
09-03-2004, 12:17 AM
Make it small. 8x8.
Use the Scaling tools (AKA DrawScale3D) on the bottom right hand corner of UnrealEd to scale it up.
What this does is it makes the FSI 8x8, but then also scales it up to make it a huge 8x8 fluidsurfaceinfo.
legacy-ZuBsPaCe
09-03-2004, 05:32 AM
Originally posted by Shakuurn
What this does is it makes the FSI 8x8, but then also scales it up to make it a huge 8x8 fluidsurfaceinfo.
FluidSurfaceInfo->FluidGridSpacing would be another way to scale up just the grid of the FSI.
Set FluidSurfaceInfo->FluidGridType to FGT_Square to gain some frames. Decrease FSI->UpdateRate for some more fps. But hey, theres no way covering a huge map with a FSI without scaling it up like crazy. You could try using mulptiple FSI's and try to occlude parts of it with antiportals or fog, but its gonna be overkill anyway. :D :up:
legacy-Anti
09-03-2004, 09:23 AM
The quick fix for this is. In your maps level properties under level info. You can turn down the MeshLODDetailLevel. This will put your FPS back up but it's not as pretty.
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