Wolf Watcher

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floopyboo:
that may well be, but they just appear to drive right through them, thus my comment. I don't pretend to be geeky about coding, just about art.

dizzy:
Just a quick note. I think this may conflict with this hack that syberspunk posted a while back:

http://www.moreawesomethanyou.com/smf/index.php/topic,6266.msg178412.html#msg178412

cwykes:
Quote from: ElviraGoth on 2007 February 10, 11:57:25

Yeah, I had to rebuild a bunch of fences I had just gotten rid of prior to pets because I was trying to keep poly count down.  Not that I need to watch the poly count with my computer, I just read something awhile back about how fences can slow down performance because of it.  And I have lockable gates, disallowing pets.  Just don't like the idea that I now HAVE to have a fence to keep the pests out.


I think the slowdown caused by fences is to do with routing not poly count.

ElviraGoth:
On my old computer, which had a crappy graphics card, lots like the Goth house were incredibly slow to do anything.  The day/night transition would take 5 minutes.

I upgraded the card & power supply, which improved things, but some lots, like the Goth's, were still slow at day/night transitions and moving from one story to the next.  I had read somewhere - maybe MTS2 - about fences and high poly count.  In particular, that wrought iron fence has a high poly count and will slow down the performance in general.

So I tried getting rid of a few fences and noticed that it did seem to make a difference in the amount of time it took to move from one floor to another, and the day/night transitions were faster.  Some trees can also affect the performance, so I got rid of one or two (who needs 10 trees on a lot, anyway?) and that also helped.

So when I got my new computer 18 months ago, I just kept in mind that the more fences, trees, etc. there are on a lot, the slower that lot will be in transitions.  This includes, zooming in/out, rotating the lot, etc.

My sims get from point A to point B fine, fence or no fence.  I'm not worried about the routing.  Just the overall performance.

And I have noticed that the lots I put fences on take maybe a second longer to transition than they used to.  My comp is 3.8 Ghz, 2 Gb RAM, GeForce 6800 w/256 MB RAM, so the time addition caused by the fences is negligible.  I just got used to not having to wait even a second for it to do anything!

cwykes:
The point about routing, made by someone more awesome than me, was that the game seems to find a lot to calculate when deciding the sim's route and that slows the game down.  If the fence has a high poly count as well, thats a double whammy.

I remember the dawn/dusk grind to a halt vividly!  I started playing Sims2 with Intel integrated graphics.  I deleted all the fences and stuck to small lots.  I built my own community lots with 1 NPC on a small lot and put them on TSR because there were so few around.  They're still there earning me "points".  I did use water and willows in them, which are both slowdown factors, but they still played fine.

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