• ✨ ARCHIVE MODE ✨
    The forum has now been set to read-only mode, no new posts, resources, replies etc will not be possible.
    We recommend you join our Discord server to get real-time response: Discord Invite Link

Fixed LAG in some particular maps

Status
Not open for further replies.

Dragon Lord

Trainer
Some maps have lag unlike the rest of the maps (examples:union cave ,lighthouse,route 41 ,and maybe more but i have onl seen those) is this the game ,my computer or both?

PS:im using the version 0.32
 

Darkfire

Administrator
Administrator
P3D Developer
Many people have these issues(I have them......) there is alot of optimization that needs to be done and will go into future versions
until then turn down your graphics settings in the options menus and hope for the best
 

snypr1337

Dragon Tamer
Many people have these issues(I have them......) there is alot of optimization that needs to be done and will go into future versions
until then turn down your graphics settings in the options menus and hope for the best
I believe one solution that could be done (like for the Lighthouse) instead of the wall being made piece by piece, make a row of tiles and from there put those pieces together, it makes the burden easier on the computer, since the game doesn't have to track as many tiles. One other area in the Lighthouse that could be improved is also the holes, I believe that the game also monitors them at the same time.
 

FenixDown

Fisherman
Many people have these issues(I have them......) there is alot of optimization that needs to be done and will go into future versions
until then turn down your graphics settings in the options menus and hope for the best
I believe one solution that could be done (like for the Lighthouse) instead of the wall being made piece by piece, make a row of tiles and from there put those pieces together, it makes the burden easier on the computer, since the game doesn't have to track as many tiles. One other area in the Lighthouse that could be improved is also the holes, I believe that the game also monitors them at the same time.
Could that be applied for the routes as well? (i.e. Trees in the routes are several layers thick, yet aren't totally visible past the first layer, would there be a way to render those as a texture? Maybe enable it as an option to reduce lag, yet have the full render available to those who prefer optimum graphics settings?) I know personally being able to move smoothly and efficiently would be more appreciated than new content. But then again that's just the opinion of one individual.
 

snypr1337

Dragon Tamer
I believe one solution that could be done (like for the Lighthouse) instead of the wall being made piece by piece, make a row of tiles and from there put those pieces together, it makes the burden easier on the computer, since the game doesn't have to track as many tiles. One other area in the Lighthouse that could be improved is also the holes, I believe that the game also monitors them at the same time.
Could that be applied for the routes as well? (i.e. Trees in the routes are several layers thick, yet aren't totally visible past the first layer, would there be a way to render those as a texture? Maybe enable it as an option to reduce lag, yet have the full render available to those who prefer optimum graphics settings?) I know personally being able to move smoothly and efficiently would be more appreciated than new content. But then again that's just the opinion of one individual.
It should be, but it would take a lot of work, including some updates to the P3D Level Editor, in order to group these objects. Keep in mind, as previously stated, it also matters on your computer's specs.
 

Darkfire

Administrator
Administrator
P3D Developer
Could that be applied for the routes as well? (i.e. Trees in the routes are several layers thick, yet aren't totally visible past the first layer, would there be a way to render those as a texture? Maybe enable it as an option to reduce lag, yet have the full render available to those who prefer optimum graphics settings?) I know personally being able to move smoothly and efficiently would be more appreciated than new content. But then again that's just the opinion of one individual.
It should be, but it would take a lot of work, including some updates to the P3D Level Editor, in order to group these objects. Keep in mind, as previously stated, it also matters on your computer's specs.
I am confused
atm they are grouped as entity fields
is that what you mean?
 

snypr1337

Dragon Tamer
Well I mean, instead of the game tracking every entity, such as every tree, just group all the trees on one map as one group, it should make the tracking easier and require less RAM, therefore making the game run faster. When I made other games, I noticed the more the game has to track, the slower it becomes since it requires more CPU and RAM to track everything. By grouping many smaller objects into larger groups, the game had less objects to track.
 

Darkfire

Administrator
Administrator
P3D Developer
Well I mean, instead of the game tracking every entity, such as every tree, just group all the trees on one map as one group, it should make the tracking easier and require less RAM, therefore making the game run faster. When I made other games, I noticed the more the game has to track, the slower it becomes since it requires more CPU and RAM to track everything. By grouping many smaller objects into larger groups, the game had less objects to track.
Yeah they are grouped
we can group in rectangles
and we do it as often as possible
 

snypr1337

Dragon Tamer
Well I mean, instead of the game tracking every entity, such as every tree, just group all the trees on one map as one group, it should make the tracking easier and require less RAM, therefore making the game run faster. When I made other games, I noticed the more the game has to track, the slower it becomes since it requires more CPU and RAM to track everything. By grouping many smaller objects into larger groups, the game had less objects to track.
Yeah they are grouped
we can group in rectangles
and we do it as often as possible
Yeah, I noticed that with the Lighthouse, because when it first came in one of the updates, it was soo laggy I had to login to my computer through a better laptop to play. But then after 0.32 when I created an online account, I noticed there was nearly no lag for me on the same laptop that crapped so much before.
 

Darkfire

Administrator
Administrator
P3D Developer
Yeah they are grouped
we can group in rectangles
and we do it as often as possible
Yeah, I noticed that with the Lighthouse, because when it first came in one of the updates, it was soo laggy I had to login to my computer through a better laptop to play. But then after 0.32 when I created an online account, I noticed there was nearly no lag for me on the same laptop that crapped so much before.
that would be internal stuff
we didn't change the map at all
 

snypr1337

Dragon Tamer
Yeah, I noticed that with the Lighthouse, because when it first came in one of the updates, it was soo laggy I had to login to my computer through a better laptop to play. But then after 0.32 when I created an online account, I noticed there was nearly no lag for me on the same laptop that crapped so much before.
that would be internal stuff
we didn't change the map at all
Really? I did no changes to my laptop. Weird.
 
Status
Not open for further replies.
Top