[Solved] Vehicle performance

Dirso

12-07-2007 17:52:49

Hi,

When I run my game with one car (total triangle count ~27000) I have 42FPS (sometimes 100FPS), but when I run with 4 cars (total triangle ~48000) I get something close to 12FPS. What could be the reason for this bad performance?

Thanks,
Dirso.

Horizon

12-07-2007 20:44:32

Depends.... could be rendering, could be physics. For the rendering case you would have to ask on the Ogre forum, but it could be lots of things. For physics you might consider simplifying your physics model. Surely in a racing game you don't need every nook and cranny of the car to be exact.

Dirso

12-07-2007 21:25:08

Looks like some physics issue. The polycount is kinda low and the FPS depends on the speed of the car and mostly the number of cars (and they are about ~7000 each).

Dirso

14-07-2007 15:33:46

Hi!

I just checked and the problem with the performance is really the physics for the vehicles. Is there anything I can do to solve it? Is there any part of the physics I could disable or something?

Please, any help would be wonderful.

Thanks,
Dirso.

walaber

15-07-2007 04:21:21

the vehicle is pretty complicated. Most retail games do not use the full level of simulation that Newton does for all of the cars in a race. Most use a simpler "raycast car" system. you might want to do some searching about raycast cars... they are lett processor-intensive, but harder to implement of course, because you need to do many calculations yourself.

Dirso

16-07-2007 00:02:40

Thanks a lot!! Can you provide me a paper or something like that about building a Newton raycast based car?

Thanks,
Dirso