Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee

Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Path nodes
Gamemakingdude Offline
Senior Member

Posts: 470
Threads: 82
Joined: Nov 2010
Reputation: 9
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 Reply
Homicide13 Offline
Senior Member

Posts: 323
Threads: 41
Joined: Nov 2010
Reputation: 14
RE: Path nodes

Try deleting them all and finding out! ^^

10-13-2011, 05:42 AM
Find Reply
Elven Offline
Posting Freak

Posts: 862
Threads: 37
Joined: Aug 2011
Reputation: 26
RE: Path nodes

make sure to make copy before that.

The Interrogation
Chapter 1

My tutorials
10-13-2011, 08:20 AM
Find Reply
Your Computer Offline

Posts: 3,456
Threads: 32
Joined: Jul 2011
Reputation: 235
RE: Path nodes


Tutorials: From Noob to Pro
10-13-2011, 02:37 PM
Website Find Reply
palistov Offline
Posting Freak

Posts: 1,208
Threads: 67
Joined: Mar 2011
Reputation: 57
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 Reply
Mikhail Offline
Junior Member

Posts: 11
Threads: 0
Joined: Feb 2011
Reputation: 0
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 Reply

Users browsing this thread: 1 Guest(s)