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Showing results for tags 'lag'.
Found 4 results
I'm currently testing doors with default script, but it raised some questions. When I open or close door, my computers stutters very badly, like it is a heavy operation. Also, sometimes my door opens, but won't close again. When using double doors, very often other or both of of them jam after open and close cycle. I have played with door masses, speeds etc. and seems that with slow speeds jamming is more common... I have tried just door, with nothing touching it and it still stutters. I tried door tutorial and there doors worked like they should, no stuttering. But I cannot imagine that my testmap is allready too heavy for my computer, even if I'm using primitives pretty uneconomically (faces there where player will never see)
Hi, I have started a c++ project and am using the zombie DLC as an initial placeholder. I have noticed that i can load in a maximum of about 5 zombie models (no animations or scripts running) and then the framerate goes down for every additional zombie i add to a max of 10. If i put the default prefab zombie into the map then i can put 10 in without lag. I have tried both debug and release modes. Oddly when i add in extra models and my framerate goes down so does my GPU usage which i have no idea why (Goes from 10% to more or less nothing / CPU sits on about 12%). I do suppress GL_Invalid_Operation as that prevents debug mode in both lua only and C++ debug modes. Any ideas why i am getting such poor performance? I have also tried publishing the game and running it on a separate computer and the performance was identical. The other PC was NVIDIA and this one is AMD.
Ok so I have a mesh character that I modified so it has as few vertex's as possible to make sure the engine doesnt over load. But when I use it as a character controller the fps goes to ****. If i am not using it as a controller it seems fine. The character is bone rigged, has 10 prims 5 spheres 5 custom mesh all are on low poly as possible