Wolf Watcher
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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