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Toolset performance - outdoor cutscenes


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6 réponses à ce sujet

#1
Charsen

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Cutscenes outdoors are extremely choppy. Distant trees flicker constantly. Is there any way to turn off foliage, or reduce what is drawn in the distance?  

I cannot play outdoor cutscenes well enough to troubleshoot animations. I have no trouble with indoor animations of equal complexity.

Flickering background trees:
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Video example

Toolset memory usage: 883 fresh load to 1.51 GB (I have 6GB memory with plenty free)
Accurate Headtracking: off
Fade Cutaway: false
Fade Geometry Punch Through: false
Enable lighting: false
Texture Pack: normal
Use low LOD for distant objects: true
Distant object culling: 1
Disable Physics simulation: True

Is there anything else I can do? 
:pinched:

#2
DahliaLynn

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I don't know if this can help, but I can tell you of a similar encounter I have had with the toolset just recently
Choppiness really killed me and it happened suddenly. It had occured when I had many objects (actors) that were inactive in the scene.
The minute I activated them. (right clicking on them and selecting activate all area objects) the choppiness was gone.
This isn't a scientific explanation, but it worked for me.

Modifié par DahliaLynn, 01 juillet 2010 - 04:05 .


#3
Charsen

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i deleted all the background actors, objects, triggers, waypoints etc from the (duplicated) area, but the foliage flickering is still killing me. thanks for the suggestion though. =)



usually this sort of problem is what i would consider a memory issue in a game. however i have plenty of memory. is the toolset not utilizing my memory stores somehow? i notice it practically dies with memory usage over 1.5GB.

#4
tmp7704

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One extra thing to watch out for -- having the facial animation applied to character (the Animate Face action, potentially also the Speak Line thing) can apparently sometimes slow it down as bad as the accurate headtracking. Performance is much better just blending together regular animations which affect the face, as long as you can get away with it.

#5
Charsen

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yep, that is what I'm doing tmp, just blending animations.



i'm going to try the memory workaround for the toolset and see if that helps.

#6
DahliaLynn

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When I experienced the choppiness initially, I completely thought it was a memory issue. (A logical assumption) All my memory resources seemed fine.

Yet, without deleting any of the area specific embedded actors, (not cutscene mind you) and simply activating, or messing with -only one-, the issue was gone. That should mean that the choppiness issue was stemming from somewhere else. Perhaps something is reset once activated. I have no clue. I suspect it might have something to do with particular settings within each aspect layer of the scene, once touched, perhaps resets some setting. Either that or a clash that becomes reset.


#7
Charsen

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i have deleted all of the inactive things in the area, it is just a blank area. the problem is with rendering the distant foliage, i am sure. if i could allow fog to claim distant polygons, that would probably help, but i don't think the toolset allows for that.