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Game performance improvement

K0rkki

Trainer
I just converted and checked one of the texture sheets and realized that all of the tiles are of the same size. Would it be possible to use different sized tiles? Like when covering ground and other large surfaces. Would it be even possible to stuff those "larger tiles" in to the same sheets with other tiles? Like making the sheet a bit wider and using a few adjacent squares to make up one tile. I don't know how the game is made to pick the right texture tiles but I think the game could be told the starting point of a tile and the end point of the tile on the sheet. Using larger tiles would lower the amount of total tiles drastically.

Also, would it be possible to cut off some of the tiles in inaccessible areas? For example there is a lot of inaccessible houses in the Goldenrod City and all of them has floor textures (it sums up to hundreds...). There also seems to be possibly some unneeded wall textures in larger buildings.

There might be some inaccurate information since I observed like v.0.29 map files assuming they are still the same in the current version.
 

nilllzz

Original Developer
Administrator
P3D Developer
It's a good idea to remove the unneeded tiles or rather faces from entities in the game.
We are working on those from time to time.

I guess your other idea is to repeat a certain texture on a larger entity in the game to not load too many textures. The solution I got here is to store a loaded texture into a buffer. The game can easily access this buffer with nearly no delay. The game would need the same resources to render a larger face with a large texture instead of smaller ones.
 

K0rkki

Trainer
I see. I DLed the latest version and it seems to run a bit smoother. Probably because there was a slight performance update in one of the patches I missed.

Anyways, even if the unused tiles/faces are removed there is still those areas with alot of tiles that needs multiple faces like Ilex Forest and areas with alot of grass and trees in general. I wonder if it would be possible to use some kind of "layered textures" solution instead of using many rows of trees one behind other. Like in many side scroll platformers.

btw, why is it that when I'm talking to any NPC the FPS seems to skyrocket?


I think that your CPU is kind of a not that good one? ;)
Yes, I'm still using the same old tator >_> That just might be part of the reason why I'm so concerned about the performance. Also I don't want to offend, but I still find it really disturbing how capable a computer should be to run this game related to how it looks. I just can't stop thinking that there really must bo something that could be done more cleverly.
 
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nilllzz

Original Developer
Administrator
P3D Developer
I see. I DLed the latest version and it seems to run a bit smoother. Probably because there was a slight performance update in one of the patches I missed.

Anyways, even if the unused tiles/faces are removed there is still those areas with alot of tiles that needs multiple faces like Ilex Forest and areas with alot of grass and trees in general. I wonder if it would be possible to use some kind of "layered textures" solution instead of using many rows of trees one behind other. Like in many side scroll platformers.

btw, why is it that when I'm talking to any NPC the FPS seems to skyrocket?
I think that your CPU is kind of a not that good one? ;)
Because once you talk to an NPC, a script starts and the level is not getting updated while the textbox is showing.
 
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