|
Post by ariablutron98 on Mar 6, 2016 22:15:06 GMT
I am making a big game on 3d rad. When i say big i mean HUGE! an open world racer with lots of vehicles and the map is made with highway construction kits. Is it my computer that lags or is it 3d rad? my computer is custom built and runs gta 5 at 60 fps yet my 3drad game lags when editing but playing lags but not as bad?
|
|
|
Post by Power Supersport on Mar 7, 2016 5:01:51 GMT
You probably did something with the objects... 3D rad usually is smoother when in editor... yours is the opposite... Check all of your objects for settings... I don't know... how many objects do you have at the moment?
|
|
|
Post by BorekS on Mar 7, 2016 10:02:22 GMT
I am making a big game on 3d rad. When i say big i mean HUGE! an open world racer with lots of vehicles and the map is made with highway construction kits. Is it my computer that lags or is it 3d rad? my computer is custom built and runs gta 5 at 60 fps yet my 3drad game lags when editing but playing lags but not as bad? hi ariablutron98, 3drad is not designed for cretaing big or huge games, unfortunatelly. it really isnt any speedy game engine, has its limitation in the project object count and so on. you just cant count you can make another GTA, Crysis, Medal Of Honor, PCARS or such things with 3drad, meaning they runs great at your PC config. in another words, you can get lags very soon, even if the 3drad game would look like a 20 years old game engine well, you could avoid of some problems with reducing your sources at minimum (project object count / mesh polycount / texture size / 3d shadows / physics events, particle effects, genially written scripts etc.) tip: the highway construction kit blocks - too much objects, I guess. would be better to create a single road model instead... your 3drad game editor editting can be slower just becaue of the object editting, comparing to the compiled project
|
|
|
Post by MonstaWolf on Mar 10, 2016 21:10:46 GMT
I am making a big game on 3d rad. When i say big i mean HUGE! an open world racer with lots of vehicles and the map is made with highway construction kits. Is it my computer that lags or is it 3d rad? my computer is custom built and runs gta 5 at 60 fps yet my 3drad game lags when editing but playing lags but not as bad? hi ariablutron98, 3drad is not designed for cretaing big or huge games, unfortunatelly. it really isnt any speedy game engine, has its limitation in the project object count and so on. you just cant count you can make another GTA, Crysis, Medal Of Honor, PCARS or such things with 3drad, meaning they runs great at your PC config. in another words, you can get lags very soon, even if the 3drad game would look like a 20 years old game engine well, you could avoid of some problems with reducing your sources at minimum (project object count / mesh polycount / texture size / 3d shadows / physics events, particle effects, genially written scripts etc.) tip: the highway construction kit blocks - too much objects, I guess. would be better to create a single road model instead... your 3drad game editor editting can be slower just becaue of the object editting, comparing to the compiled project Quick question; what do you mean by genially written scripts?
|
|
|
Post by BorekS on Mar 11, 2016 11:40:16 GMT
oh, not a proper english term, sorry... I just meant wisely writen scripts
|
|
|
Post by MonstaWolf on Mar 11, 2016 13:35:49 GMT
oh, not a proper english term, sorry... I just meant wisely writen scripts I'm still confused as to what it means though, and I'm wondering if I have those in my project. I don't exactly get good fps in my game, and I'm wondering if those are the cause of it.
|
|
|
Post by TinSoldier on Mar 11, 2016 16:52:02 GMT
The point being made is that 3drad isnt a GTA quality engine, 3drad hasnt got the performance to do large scale complicated game projects.
You'll have to make compromises to put together a really large open world project and still get a decent runtime speed.
Add to that, if you're going to make this a networked project, you better start out from the beginning designing as a networked project and test things alot.
3drad is a good engine to learn the basics of game design on, but if you think you're gonna make a GTA clone with 3drad...... you're looking at the wrong engine.
Basiclly you'll get what you pay for... 3drad way back in the day sold for $39 or $49 and it wasnt even networked.
networking was added in v5.*
as years passed the price dropped, it now is freewear and limited as to what you can do.
Don't get me wrong, you can make a fairly decent small ( and small is the key word here if heavy graphics are involved ) project and it could even become the next angry birds.
And funny thing is 3drad is more than capable of making an angry birds clone for the PC...
Thing on the simple and small side first, get your project working and playable, then upgrade it with better graphics, tweek the programming and and always test the project thoroughly cause 3drad has some bugs that more than likely will show up for you from time to time.
Don't ask for a list of what those bugs are.... some are static meaning they can be reproduced, others seem to popup with no known reason and often you may even have a 3drad bug in your project and just havent noticed it yet...
Iv'e been a 3drad user since V4.* , it was just in v7.22 that i had a project become corrupted with object properties being damaged... I have no clue why that happened, but i have an idea where the problem lies... 3drad is abandon wear now, so the bugs will never be fixed.
Also 3drad v6.* and up started out as a complete re-write of the engine.
3drad versions 5.* and below were way more stable and possible even bug free, unfortunately the earlier versions were also very limited, but as now, keep it simple and as small as possible and focus more on gameplay
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Mar 11, 2016 19:31:21 GMT
TinSoldier, I agree wholeheartedly on your statement of it not being capable of making a full-fledged game. I should know, because my Road Rage project is falling apart! The game is getting so complex that it's starting to get larger than I expected. I haven't even got a quarter of the game done, and it's already over 120 MB (1 character, 1 level, tons of sound effects, several characters to pick up and drop off to destinations) though it doesn't help that I don't use LOD's, and the level alone is a little over 50 MB. If anybody knows of a way to reduce the detail without screwing up the whole UV, please do tell. I was planning on making all 6 levels from the original game connected so you can drive through one and go to the other seamlessly, but knowing how large in size those models are, there's no way unless I optimize the living heck out of it.
|
|
|
Post by MonstaWolf on Mar 15, 2016 12:36:56 GMT
I've got a somewhat-large game that I'm working on. I created a lot of it before I knew how to script, so there are a lot of objects that could be replaced with a script or two. I still need to optimize my game. I have a lot of scripts and most of them are connected to other scripts. Would that be a problem? I also have a lot of skinmeshes as well as a city which is split into 4 rigidbodies, not counting the 4 duplicates which act as damage detection. Perhaps I should take a few screenshots of the objects I have, maybe that would help...
|
|
|
Post by Power Supersport on Mar 15, 2016 16:39:26 GMT
It's not a big deal to connect scripts to scripts, but keep in mind that 3D Rad has maximum object limit, which is OBJ_1980...
|
|
|
Post by MonstaWolf on Mar 16, 2016 12:52:34 GMT
That's mighty fine with me, the highest I've ever hit was about OBJ_570 or something, and most of the objects weren't even neccessary
|
|
|
Post by commended on Mar 16, 2016 17:10:46 GMT
Whats your GPU? 3d rad runs through PhysX which is a Nvidia gameworks feature and without a Nvidia graphics card all the weight is put on CPU which creates major lag.
|
|
|
Post by Power Supersport on Mar 16, 2016 17:25:22 GMT
Well, I just tell you, because I have the habit to have one script into my project that does everything... And I connect everything to it... And yes... It's good to have NVIDIA video card because 3D Rad really loves it...
|
|
|
Post by MonstaWolf on Mar 17, 2016 14:30:13 GMT
Well, AMD integrated graphics certainly aren't helping... but, then again, I want it to be able to play on decent computers
|
|
|
Post by Power Supersport on Mar 17, 2016 16:37:42 GMT
You can add some graphic settings to prevent someone reject the game because of lag and unplayability...
|
|
|
Post by MonstaWolf on Mar 21, 2016 16:46:23 GMT
Is there a way to optimize an AMD card for 3DRad or vice-versa?
|
|
|
Post by Power Supersport on Mar 21, 2016 17:16:35 GMT
I have no experience with AMD unfortunately... AMD probably has a software, where you can set which programs to be ran with AMD... I dunno...
|
|
|
Post by MonstaWolf on Mar 22, 2016 11:53:27 GMT
I'm working on this... here's some stuff that I found out.
It seems to be a graphics problem because the game screen will freeze while the sound still goes as normal. When I move the car, the sound comes on as if the car is moving, as well as the crash sounds and stuff, the music, etc. So the simulation is obviously running smoothly. The graphics work most of the time, but typically they are very choppy, and then start freezing up. As I said before, the sound works fine.
It seems that when I disable some car objects and stuff it runs a bit smoother, which confuses me because I didn't disable the skinmeshes they are attached to. Though, I obviously can't disable them forever, as they are really what make it a game.
I'm working on messing with mip-mapping and mip-map LOD to see if that makes a difference. Should I be trying something else?
|
|
|
Post by MonstaWolf on Mar 22, 2016 13:50:08 GMT
I've also started to script imposters of duplicate skinmeshes, and it seems to be helping a bit.
|
|
|
Post by indiedev on Mar 31, 2016 14:35:17 GMT
Is there a way to optimize an AMD card for 3DRad or vice-versa? physX runs on the CPU with AMD, and since disabling cars helped (assume you mean rigid bodies) you may have a physics overload, you'd be suprised how much it can affect framerates. that said, i only had problems running on Nvidia GPU, and it actually improved greatly switching to AMD APU on same pc, i think it's more reliable because the physics are all done in software, avoiding inevitable nvidia hardware/driver bugs. there has also been some big game releases that deliberately disabled hardware physX for that same reason.
|
|