| Gamemakingdude   Senior Member
 
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			| 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?
 
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	| 10-13-2011, 05:16 AM |  | 
	
		| Homicide13   Senior Member
 
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			| RE: Path nodes 
 
				Try deleting them all and finding out! ^^
 
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	| 10-13-2011, 05:42 AM |  | 
	
		| Elven   Posting Freak
 
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			| RE: Path nodes 
 
				make sure to make copy before that.
			 
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	| 10-13-2011, 08:20 AM |  | 
	
		| Your Computer   SCAN ME!
 
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	| 10-13-2011, 02:37 PM |  | 
	
		| palistov   Posting Freak
 
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			| 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.
 
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	| 10-13-2011, 09:57 PM |  | 
	
		| Mikhail   Junior Member
 
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			| 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.
 
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	| 10-14-2011, 06:43 AM |  |