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Potentially seeing through walls: a performance issue - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: Potentially seeing through walls: a performance issue (/thread-9668.html) Pages:
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RE: Potentially seeing through walls: a performance issue - Tanshaydar - 08-26-2011 (08-26-2011, 03:33 PM)Acies Wrote: You have a lot of imported textures/models? Have you made any custom textures yourself? Yes, that level I'm talking about does not include a single texture from Amnesia. They are all 512x512 and with bump and specular maps. They are all in jpg format. Layout? Like what? (08-26-2011, 03:24 PM)plutomaniac Wrote: How big are your maps? Maybe your graphics card is not strong enough. Even without objects and stuff it lags? Maybe a custom wall or model does that. Sometimes I notice lags when using some converted models that generate lots of bad normal and errors at HPL.log. But that's because I add objects. 1.5 MB without objects. At least ten minutes to look at all of the rooms. I don't count objects with bad normal errors... Also removing doubles doesn't work. RE: Potentially seeing through walls: a performance issue - Acies - 08-26-2011 (08-26-2011, 03:36 PM)Tanshaydar Wrote: Yes, that level I'm talking about does not include a single texture from Amnesia. They are all 512x512 and with bump and specular maps. They are all in jpg format. I'm unsure.. But I think that converting them to .dds might save you performance. And what I mean by "Layout" (don't know if that is the correct english word) is how the different tile-sets are constructed. The castlebase for example consists of 7 different diffuse textures (all with their nrm and spec maps). By having a base texture and then combining it with a part of "castlebase_details.dds" they can create several different unique models and still save performance. I think that this method is more efficient than creating a specified texture for each model. RE: Potentially seeing through walls: a performance issue - plutomaniac - 08-26-2011 1.5MB? It is a big map but not that it should cause such problems. Maybe if you convert them to .dds like Acies said? Also make sure all of them are pw2 size(512x512, 1024x1024 etc...) What gpu do you have? It might be that... RE: Potentially seeing through walls: a performance issue - Tanshaydar - 08-26-2011 Yup, I'm sure they are all 512x512 I have ATI Mobility Radeon HD4570 but I don't think that's the issue since I get 60 fps on some of the maps. Converting to dds... I'll give it a try. RE: Potentially seeing through walls: a performance issue - plutomaniac - 08-26-2011 Mmm, it is a laptop card and it supports OpenGL 3.2. Memory 512MB. Well, it could be the graphics card memory. When there are too much to handle the FPS drops a lot usually. What program will you use to convert to DDS? I'm looking for one that works. RE: Potentially seeing through walls: a performance issue - Tanshaydar - 08-26-2011 I will use nVidia Photoshop plugin. I just tested and DXT5 works fine. I'll convert all of my custom textures to .dds and see if it helps. RE: Potentially seeing through walls: a performance issue - plutomaniac - 08-26-2011 ok, convert them all and tell us whether this fixed your issues. |