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Small level creates lag - 3 questions

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    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

    #2
    Lag is when the network isn't fast enough. But it sounds like you're having framerate issues. Which one is it ?

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      #3
      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.

      Comment


        #4
        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)

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          #5
          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.

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            #6
            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.

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