Jump to content

Recommended Posts

Posted

So, I was trying to find out why my game's framerate wasn't the best, and I came across an unexpected discovery. When I have 6 separate car models in game, the framerate plummets. However, if I use the same car model, the framerate is more reasonable.

 

Anyway, I was just wondering, is this supposed to happen? I mean I only have 6 AI cars currently, but the performance seems a bit low. The FPS drops about 75% (like from 40 fps to 10 fps or something like that) once all 6 models are added.

Posted

Yeah, so each model is between 5k to 10k, and they only have one texture each, no bones, and the textures are 2k. Each material has three maps attached (a cubemap, a specular mask, and a diffuse). They also have wheels, but the wheel meshes are all the same, regardless of the body model, so that shouldn't do anything wrong. I can post a short video later to show the dip. It seems odd because I wouldn't expect that type of performance decrease.

 

I should also note that I am using a custom shader, but that shader is also used for the test with the 6 uniform cars.

Posted

Maybe on a low-end GPU due to the texture bandwidth, if textures aren't compressed.

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

I have a 2GB GeForce 750ti, which I know isn't super high performance, but I wouldn't expect this to cause trouble with 2GB of video RAM. That being said, I'll look into it a little more. I just wasn't sure if this is to be expected or not.

Posted

No, I was thinking maybe it was possible on an integrated chip or something, but not a discrete card.

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

That graphics card is described as " ultra powerfull" in review I just read.

Yeah, but that's in relation to the price and energy efficiency that it has. I've been pleased with the performance of the card considering that it has a ridiculously low power consumption rate. My processor to be honest is probably more of a bottleneck.

 

I guess related to this:

How many vehicles can be supported by Leadwerks? Was the vehicle class designed for dozens of vehicles or just a few?

Posted

I haven't actually tried it. If your physics shapes are too detailed I could see that causing a problem, but otherwise it should be fine.

My job is to make tools you love, with the features you want, and performance you can't live without.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...