Results 1 to 6 of 6
  1. #1
    MSgt. Shooter Person
    Join Date
    Feb 2011
    Location
    Ventrilo
    Posts
    158

    Default Small level creates lag - 3 questions

    So we have small level, it consist of two rooms with floor, walls, and a few objects each.

    But for a reason I cant seem to understand, it actually takes it toll on pretty decent computers.
    Seem to be small but consistent spikes.

    I have created bigger maps with no lag, but only using UDK meshes. These meshes er all fresh out of 3ds max.

    Question 1:
    Is there anything I should remember to do to reduce lag?

    Question 2:
    How much should stuff be divided?
    Like, a tiled floor, a tiled wall etc.

    Question 3:
    If I have a big, complicated mesh. Is there any difference in
    A) dividing it up into smaller parts and create a prefab,
    B) Creathing the whole mesh as one
    Last edited by HadHa; 11-01-2011 at 04:14 AM.

  2. #2
    Iron Guard
    Join Date
    Sep 2009
    Location
    England
    Posts
    734

    Default

    Lag is when the network isn't fast enough. But it sounds like you're having framerate issues. Which one is it ?
    Knowledge should be shared with everyone. Technique however, is your own thing.

    My UnrealScript Lessons
    My Blog

    I'm working full-time, so I'm not available for freelance work, sorry.

  3. #3
    MSgt. Shooter Person
    Join Date
    Feb 2011
    Location
    Ventrilo
    Posts
    158

    Default

    Yeah, sorry - its framerate issues.

    Cant really figure out what is causing it.
    Tried stripping the map from meshes, but doesn't seem to help a lot.

  4. #4
    Iron Guard
    Join Date
    Sep 2009
    Location
    England
    Posts
    734

    Default

    Make your meshes simpler (i.e. with fewer polygons), lower the resolution of the textures, split your meshes into several components (which is the answer to your question 3, if an object is in smaller parts, the engine will be able to hide those that aren't visible to the camera)
    Knowledge should be shared with everyone. Technique however, is your own thing.

    My UnrealScript Lessons
    My Blog

    I'm working full-time, so I'm not available for freelance work, sorry.

  5. #5
    MSgt. Shooter Person
    Join Date
    Mar 2011
    Location
    Portsmouth, UK
    Posts
    99
    Gamer IDs

    Gamertag: SirCalalot PSN ID: DrSinistor Wii Code: 3168-7842-3692-4867

    Default

    Have you had a look at UDN's LevelOptimisation page?
    I find it easy to forget even some of the simpler stuff when building a map.

  6. #6
    MSgt. Shooter Person
    Join Date
    Feb 2011
    Location
    Ventrilo
    Posts
    158

    Default

    Quote Originally Posted by SirCalalot View Post
    Have you had a look at UDN's LevelOptimisation page?
    I find it easy to forget even some of the simpler stuff when building a map.
    Thanks mate, I had never seen this actually.


 

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Copyright ©2009-2011 Epic Games, Inc. All Rights Reserved.
Digital Point modules: Sphinx-based search vBulletin skin by CompletevB.com.