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Level editor performance


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6 réponses à ce sujet

#1
stuntpope

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Is anyone else finding the level editor is really slow? My specs are:

Windows Vista 64-bit
Intel Core 2 Quad CPU Q6600 2.4 GHz
4 GB ram
GeForce 8800 GTX

This is a decent machine that handles any other software I have (including 3D modelling programs) without problems.

When I am in the level editor, if I select a model from the list it takes several seconds before displaying the model on my cursor. During that time and for some time after the whole interface is unresponsive and I can't scroll the model list or deselect what I have.

Trying to build a simple level is driving me crazy becasue of these performance issues.

Please post and let me know whether or not you are having similar issues. I'm keen to hear from people who aren't having problems too if they exist.

#2
stuntpope

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The solution seems to be to filter down the model list so it only displays the section you are working with. e.g. typing fti in the search box so that only fereldan town interior models are shown improves performance massively.

#3
Scarmiglion

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My system specs are about the same as yours and I did notice a slight improvement by filtering the model list. However I noticed a big performance hit when building outdoor terrain areas when you start using larger areas, even without any extra models in the scene. Also, with larger areas I find the toolset does lock up temporarily when doing pathfinding and sometimes Windows thinks the application has crashed completely.



The toolset also seems to have issues if you're doing a lighting render on a larger area. The toolset will go back active again before the lighting is complete, and if I attempt to do anything (use a menu, or save the level especially) the toolset will crash. It seems to help to always keep an eye on the log in case something is still running in the background.

#4
st4rdog

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I have the same system almost.

The models lag after selecting sometimes, but the moment you click to place they're totally smooth again.

Modifié par st4rdog, 14 novembre 2009 - 02:12 .


#5
stuntpope

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Sometimes my camera still lags a bit after placing the model but as I mentioned in my second post above, limiting the number of models in the list seems to help a lot. For the props section there are so many that I need to filter as prp_a, prp_b etc. If I do this then everything is managable.



Also once I have the models all placed I can move them around and copy and paste them no problems so another thing that helps is to get as many of the models I'm going to need into the scratch pad before I start.

#6
JasonNH

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stuntpope wrote...

The solution seems to be to filter down the model list so it only displays the section you are working with. e.g. typing fti in the search box so that only fereldan town interior models are shown improves performance massively.


The other thing you can do is make sure you have the "Use Fake Model Folders" option set in your toolset options. From the wiki:

Unlike the database resource palette, the model palette doesn't have
a heirarchy of folders and subfolders. Since there are usually a vast
number of models available this can make the palette cluttered and
difficult to work with. To make it more manageable you should set the
toolset's configuration to "fake" a folder structure. The toolset will
divide models up based on their names, using underscores as dividers;
for example the models dwe_face and dwe_orzent would both be placed
inside a "dwe" folder. The option for setting this can be found under
the palette options menu:

Posted Image



#7
stuntpope

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Yes I think that is on by default. It works well at the top level but unfortunately under that you end up with a lot of folders with only one model in them, which just means you have to click one more time to access the model.