Facebook Twitter YouTube Frictional Games | Forum | Newsletter | Dev Blog | Dev Wiki | Support


Post Reply 
 
Thread Rating:
  • 0 Votes - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Path nodes
Author Message
Gamemakingdude Offline
Senior Member

Posts: 470
Joined: Nov 2010
Reputation: 9
Post: #1
Path nodes

What are some of the main things that may cause a map to lag?
and is having too many path nodes an reason of that?

Rep if like me or im helpful or you love my stories!
Stephanos house
10-13-2011 05:16 AM
Find all posts by this user Quote this message in a reply
Homicide13 Offline
Senior Member

Posts: 323
Joined: Nov 2010
Reputation: 14
Post: #2
RE: Path nodes

Try deleting them all and finding out! ^^

10-13-2011 05:42 AM
Find all posts by this user Quote this message in a reply
Elven Offline
Posting Freak

Posts: 861
Joined: Aug 2011
Reputation: 26
Post: #3
RE: Path nodes

make sure to make copy before that.

The Interrogation
Chapter 1

My tutorials
10-13-2011 08:20 AM
Find all posts by this user Quote this message in a reply
Your Computer Offline
SCAN ME!

Posts: 3,474
Joined: Jul 2011
Reputation: 234
Post: #4
RE: Path nodes

http://wiki.frictionalgames.com/hpl2/amn...erformance

Tutorials: From Noob to Pro
10-13-2011 02:37 PM
Visit this user's website Find all posts by this user Quote this message in a reply
palistov Offline
Posting Freak

Posts: 1,213
Joined: Mar 2011
Reputation: 57
Post: #5
RE: Path nodes

I've never had any lag from an abundance of path nodes. I've used over a hundred on some of my levels with no effect on performance. But your "too many" might be different from my "too many".

As mentioned in the wiki article Your Computer posted, physics overload can cause some major lag. If you have lots of objects falling, or lots of objects that collide but have physics active, you'll experience some lag.

Another thing I've experienced lag with is shadowcasting spotlights whose FOVs intersect or overlap. If you're using spotlights to create a realistic lightscape, make sure you don't use more than 2 or 3 shadowcasting spotlights. Better yet, do what I do: avoid having lots of objects which should cast shadows near light sources, and/or vice versa. The less shadowcasting spotlights you can use, while still making a convincing and realistic lightscape, the better.

10-13-2011 09:57 PM
Find all posts by this user Quote this message in a reply
Mikhail Offline
Junior Member

Posts: 11
Joined: Feb 2011
Reputation: 0
Post: #6
RE: Path nodes

I tested a map with 793 path nodes and the frame rate stayed above 40 FPS the whole time. I have a Dual Core E2140 @ 1.8Ghz, 1 Gb of memory and a 9600GT.

One more thing. If you have debug mode on, I recommend keeping "Show Entity Info" (or something like that) disabled. Enabling it, will reduce the frame rate to less than 10 FPS.
10-14-2011 06:43 AM
Find all posts by this user Quote this message in a reply
Post Reply 




User(s) browsing this thread: 1 Guest(s)