We all know Blitz can't handle too many surfaces without starting to grind.
Every now and again, this becomes a real pain. The bottleneck in my game at the moment is caused by the graphics. In language made to deal with 3d, this is a real bummer.
The problem is only partly to do with particles. I can't really use a single-surface system, because I have some nice effects going on with my particles splashing into water or kicking up dust on terrain, and I'd like to keep that level of visual interactivity. I'm prepared to pay the price of having to be careful how often I use them.
However, I also have a lot of shots flying around in the air. The game, "Drop Fighter" puts the player in the seat of an advanced air and space fighter, and often there are both allied and enemy units battling around you. This creates a metric buttload of weapons fire flying through the air. I've managed to optimise the crap out of the collision detection, and I'm pretty satisfied with how it stacks up in a heavy combat situation. However, I'm starting to notice a slight amount of slowdown which is being caused during rendering, and it happens when there's a lot of shots in the air. Obviously, one shot = one surface. So, I was wondering...
1) Is the problem ever going to be fixed (or is it even fixable), or is it one of those things that's a side effect of the architecture of the engine?
2) Using HideEntity for stuff that's offscreen... will that help alleviate the problem, or does Blitz automatically remove stuff offscreen from the renderworld job?
3) Any other tips, aside from single-surfacing, on squeezing the most performance out of this situation?
Every now and again, this becomes a real pain. The bottleneck in my game at the moment is caused by the graphics. In language made to deal with 3d, this is a real bummer.
The problem is only partly to do with particles. I can't really use a single-surface system, because I have some nice effects going on with my particles splashing into water or kicking up dust on terrain, and I'd like to keep that level of visual interactivity. I'm prepared to pay the price of having to be careful how often I use them.
However, I also have a lot of shots flying around in the air. The game, "Drop Fighter" puts the player in the seat of an advanced air and space fighter, and often there are both allied and enemy units battling around you. This creates a metric buttload of weapons fire flying through the air. I've managed to optimise the crap out of the collision detection, and I'm pretty satisfied with how it stacks up in a heavy combat situation. However, I'm starting to notice a slight amount of slowdown which is being caused during rendering, and it happens when there's a lot of shots in the air. Obviously, one shot = one surface. So, I was wondering...
1) Is the problem ever going to be fixed (or is it even fixable), or is it one of those things that's a side effect of the architecture of the engine?
2) Using HideEntity for stuff that's offscreen... will that help alleviate the problem, or does Blitz automatically remove stuff offscreen from the renderworld job?
3) Any other tips, aside from single-surfacing, on squeezing the most performance out of this situation?