If someone could schedule a time this week before Friday to get on and help me that would be great. I need someone that knows how to deal with screen lag. I have read articles on how to generally fix it but I don't know what to take away from my map because it is just so amazing.
Lights and Glass. It's my understanding that those are the biggest things to get rid of. Next you need to look at the density of objects you are looking at at one time. If you are looking at every object on your map at once, chances are that you will have screen lag. I'm not an expert at all and I haven't had to deal with this much, but here's a thread(s) where you can get some more info and ask questions. Here, and Here Hope it helps a bit.
well this is the scenario: IF I play my map solo there is no screen lag. if i add in 1 or 2 for split screen, the game goes beserk laggy. is this because it is split screen or will it happen in mp too?
Split screen multiplies the amount of screenlag, because essentially, you're seeing twice as many objects. Still do what Saltine recommended, and I've got a few objects you should avoid: Large Walkway Covers Large & XL Bridges Glass sails, windows, and glass covers Basically, the more glass, the more lag. Lights are a bit one too, same with lifts and shield doors. On top of that, make sure that you're using objects sparingly if you want the map compatible with split screen. And make sure that your Lines of Sight are minimal.
I deleted all the glass I could, but split screen isnt going to work. It just cant. It is a floating map with lots of sightlines and uses a bunch of peices. I will post it later because it is already in the finished stage.Thanks anyway.
Yeah, don't worry too much if it still works outside of splitscreen. Most people don't play splitscreen as it is.
Where possible, replace pieces with simpler equivalents. In particular, pieces like Coliseum Walls and Brace, Larges are more efficient than most Building Blocks (probably because Coli Walls and Brace, Larges have weaker or less-detailed bump mapping). If you have an understanding of 3D modeling, then here's what to look for and exclude: High-poly objects Examples that tend to have simpler equivalent objects: Wall Wall, Double Wall, Curved Window, Double Walkway, Large Railing, [any] Bridge, [any] Glass (as mentioned earlier) Light objects (as mentioned earlier) Objects with dynamic lighting (i.e. Decorative Railings) Pieces with super-heavy bump mapping (if possible; it can be hard to tell which pieces are affected by this) In some (stupidly unintuitive) cases, One Way Shields and Shield Doors may contribute to frame rate lag
I actually have a question regarding light objects while on the subject matter. Say I'm using the walkway cover piece as a wall, does the game still have to render the light that is located on the opposite side, even though you don't see it? I know it's probably lighting up on the other side when it senses you are nearby, but will this still contribute to frame rate?
I'll have to test that sometime, actually. My initial guess would be "no". Other types of dynamic lights seem to be ignored through walls. An active Energy Sword in a tunnel full of glass, for example, won't cause frame rate lag if a wall blocks the Sword and the objects it lights from view.