digitalcenturion 20 Posted February 24, 2015 Hi again guys, I am now having a performance trouble on my map again. I recently redid the road network (it should be all around better and less error prone now) and also smoothed the height field in L3DT/Photoshop and rebuilt my terrain. No config changes were made, but now I am getting bad performance, like there is something going on all the time behind the scenes, some heavy calculations. Which is odd because my map is the exact same size as Altis, hasn't very much objects really (1,2 million, must be less than altis, mostly trees and rocks). If some experienced map maker would like to take a look on it I would really appreciate it, I have it on google drive. I am close to releasing it publicly (well, version 0.1 but still) and I would like to fix this problem before that. Thanks! Share this post Link to post Share on other sites
digitalcenturion 20 Posted February 25, 2015 IS there someway to "debug" the map and check what is running and how much oomph the different operations need. BTW I just tried a denser vegetation from world tools and I got 2 million nature objects.. is this too much? Is there inehrently less performance in many object maps compared to few or is it density ie how much to render at a time that determines performance? Share this post Link to post Share on other sites
frankltcol 10 Posted February 26, 2015 Please bear in mind that nature objects are loaded even at high distance. Use cluttering, whenever possible, to improve your performance. You can set up clutter to be loaded only at a short distance. This will make your island having a better FPS. Frank Share this post Link to post Share on other sites
jakerod 254 Posted March 1, 2015 Please bear in mind that nature objects are loaded even at high distance. Use cluttering, whenever possible, to improve your performance. You can set up clutter to be loaded only at a short distance. This will make your island having a better FPS.Frank Clutter and nature objects should not be used as the same thing though as clutter does not have many of the properties that regular objects have like a fire geometry lod to stop bullets. As far as how many is too many it really depends on a lot of factors and testing it under different conditions is your best bet. Share this post Link to post Share on other sites
digitalcenturion 20 Posted March 2, 2015 Turns out it was related to my roads as performance was just fine if I leaft a blank path to roads or used altis roads. 2 million nature objects over 30x30km = no problems. Share this post Link to post Share on other sites