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InvadrZIM
07-04-2006, 04:53 PM
EDIT: Nevermind someone helped me fix it

I was working on a new map and ran into a bit of a big problem.

My map consists of a large body of water and a river. heres a screenie:

http://img.photobucket.com/albums/v486/inventor102/fps_water_nightmare.jpg

(bender is for scale)

my problem is that when i started the map my FPS dropped to 2

it didn't drop to 2 untill i added the water. when i was doing the terrain sculpting i never had a problem

i have a 2.4 P4 proccessor
an ATI X1600 256MB gfx card
and 1 gig of system memory

why would this fps nightmare happen?

legacy-BalticSailor
07-04-2006, 06:13 PM
Umm, maybe tell us how was this solved - in case somebody else gets the same problem.

Circus
07-04-2006, 06:16 PM
Look in the fluid surface info properties/fluidsurfaceinfo area.

Adjust the Grid spacing to a much higher amount and then that will expand the fluid surface grid. So then adjust the fluid X and Y size to a lower number to fit the area. Try 1000 or 1500 or even more the better make the grid wider and less to render.

If you got a big area to cover and the fluid surface grid is real tight or very many triangles then it is that much more to render and it lag!

Good Luck..:up:

InvadrZIM
07-04-2006, 06:31 PM
more or less what he said

i was using 3 FSI's and then someone else told me to indease the gridspacing to 64 on one and agjust the size from there.

all better now

legacy-UT TROOPER
07-12-2006, 05:41 AM
how do you add water anyway?:noob:

DGUnreal
07-12-2006, 02:20 PM
You should check Epic's Unreal Developer Network (http://udn.epicgames.com/Two/WebHome) and BeyondUnreal's UnrealWiki (http://wiki.beyondunreal.com/wiki) first before posting questions, you'll usually find most answers there.

Fluid Surfaces at UnrealWiki (http://wiki.beyondunreal.com/wiki/Fluid_Surfaces) and at UDN (http://udn.epicgames.com/Two/FluidSurfaceTutorial).