Hey all, I'm a relatively new member. If this is the wrong place for this thread, please let me know. I've been working on my map for a while, but I'm having issues with framerate. When I pull out and look at the overview in Forge, everything starts flashing and lighting up. If I'm not mistaken, that's a major issue with framerate right? I'm guessing there's no magical "off" switch, but does anyone know ways to avoid this? I tried cutting corners and thining out the number of pieces I've used but no luck. I was kind of surprised I ran into this problem, as the map is relatively small. Thanks in advance!
In forge it is likely to happen because of spawns and other forge-only objects. Try your map out in a custom game, and if it is jittery there, remove any lights that you have. Also try to reduce your piece use in general, especially objects with glass and lights.
if you need serious help contact DHG Redemption . He is really good to kick out framrate from your screen .
Also, glass is generally not a good idea, the game has to think twice as hard when theres something translucent in between you and what you're looking at, so wither be careful what's behind your glass, or don't place any. Oh and placement of the map can hurt your flow too. As I learned the hard way; making the game think about the waterfall if your map is near it is not a good idea.
The issue you're having is not a framerate issue. It is usually called either "disco" for obvious reasons, or "object flashing" to avoid confusion. This occurs when there are above a certain number of objects within your field of view including those hidden behind other objects or terrain. This includes spawn points and markers not visible during a game so the map will not likely have problems during an actual game. If the problem persists in an actual game, it will likely only be from specific areas with a large number of players on the map. If the problem persists in a normal game, the best option is to block off the problem area or reduce general object count.
Glass is not as bad as most people think. If you use it properly then it won't kill your maps' screen performance. Typically, objects with glass have a more potential for screenlag, and and transparent glass objects with window, doubles or cover, glass shouldn't be placed haphazardly. Normally you don't want to ever look through 2 pieces of transparent glass at any point on your map. Onto the problem you have, like others have said, is called discoing. Notice how your objects only disco when you fly out and look at the whole map? This is because every single object on your map is being rendered at the same time. If this happens in a custom game, then you have a problem. Start removing objects from your map. It doesn't matter how big or small these peices are, you just simply have to lower your object count. I've heard that somewhere around 250 to 350 objects placed on a map is best, 350 and you start pushing it. You can find out how many objects you have placed simply by doing the math in your 'Place Object' menu. You should check out these very helpful threads. But remember, these are "guides" not "rules." A Guide to Minimize Screenlag - Major League Gaming Forums Forging Reach
Actually, nooooch, I did not write any article on this topic because we have no official information from Bungie on this topic. The other article, sadly, is unofficial, based upon their experience. Other experiences vary. They are simply a set of experiences that you may or may not find similar to your own. I know this for a fact based upon a number of people saying different experiences with their experiments. I just want to shy from it all. I have learned to simply never use a lot of blocks. Aiea uses very few - very few - and yet it plays very well. My latest FW invasion map, which has a lot of blocks, hasn't even cracked the half way mark on the budget scale. And I still think there are too many blocks now... I like what JoeSki said, Less is more, and I am a disciple of that thinking today. I believe the greatest problem we have with FW maps is that they are BLOCKS - and too many of them...
I know. I just threw in that link to your blog because I figured it was helpful for other issues he may have. While the "Guide to Minimize Screenlag" is unofficial, it still is helpful and a good article to get a decent understand of framerate issues, especially if you don't have any knowledge of the issue beforehand. He, like every other forger, will eventually learn that there is no one true "Forger's Bible," and that you must pick from the accumulated chatter that which is applicable. Aeia does play very well, and it is very minimal in design. I also really love the earthy hues of the objects. I didn't think that the brown hues the objects acquired near the ground looked nice, until I played Aeia, and am now applying those hues to my newest map. I've been doing my best to find a balance between less and more. I try to find ways in which the peices I choose and place serve more than one purpose, while still aesthetically pleasing. You are right about FW maps and blocks. It's just so hard to not use them. I find that moderation and efficiency work well for me.
Do you mean that blocks cause more screenlag than other pieces (on a per-piece basis) or do you mean one should simply avoid using a lot of pieces, or that there is an alternative to blocks, or that mostly blocks make for a bad map? One of the articles on screenlag on this site said that textures don't matter but the number of polygons do; blocks would have fewer polygons than most pieces, right? I don't know if they have six (but it would make sense). I think that geometry best suited for gameplay can be created using mostly blocks. Aesthetics is different, though.
This thread is about some guy's problem which isn't even a framerate issue. If you all want to debate stuff about framerate issues, do it in one of the appropriate threads.
Yes, sir. If this guy is confusing frame drops with disco-ing, this information would probably benefit him greatly. Quit trying to backseat moderate.