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Author Topic: Loft Optimization
cyangamer
Newbie
Posts: 2
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Post Loft Optimization
on: November 9, 2013, 21:42
Quote

Hello all,

The level I'm building is fairly large, and I'm using MegaShapes in order to model these tree branches that the player runs and slides across. Presently I have about 33 of these branches in the level.

The only problem is my level, even when virtually everything else is deactivated (foliage, level props, AI, etc.), my FPS plummets whenever there's more than one Loft activated in the level. I suppose it's due to lot of recalculations, but I just want the meshes.

Is there a way to save that data in order to cut down on mesh regeneration? I do plan to only activate a few (Lofts) branches at a time, but even have just 2 (Loft) branches active (with everything else active), the framerate goes below 60 FPS.

Any help? 😕

spookycat
Administrator
Posts: 148
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Post Re: Loft Optimization
on: November 9, 2013, 21:50
Quote

Check you dont have the 'realtime' option checked on the Loft Object otherwise it will be rebuilding the mesh every frame which you dont need. You can once a mesh is built just delete all the MegaShape components from the object and just be left with the mesh.

spookycat
Administrator
Posts: 148
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Post Re: Loft Optimization
on: November 9, 2013, 22:12
Quote

Just so you know the demo scene in MegaShapes can be seen running on an Original Galaxy Tab 10.1 (which is very slow compared to even a Nexus 7 v1) with multiple layers updating every frame in this video.

cyangamer
Newbie
Posts: 2
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Post Re: Loft Optimization
on: November 10, 2013, 01:45
Quote

Thanks, it worked! 😀 I was wondering what that checkbox did. Good to know optimization's built in

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