UPDATE:
i do some screenshots to make clear what this is all about (also edited the first post).
so some
facts for this test:
set up a mapwide outdoor-level, simplified through the fact that i only use the "detention room" out of vanilla-fpsc for walls and ceilings to not have to change so many fps-data.
i test the game (all settings and data vanilla fpsc v1.18) and get the upper
1st pic in the screenshot:
calculating objects for lightning map (in the buildup) = 900
visoverlay = original
frames = 6 (when looking to the ground i can raise to 16^^, wow!
)
polygons to calculate = about 50.000
Now after building and testing the original i close fpsc and start fpsc-cleaner. i go to the segment-files-folder and change ALL the detention-room-segment-fps the visoverlay from original to =1. ceiling and walls are normally set to =0 to cut out objects and build closed rooms in the editor (fpsc automatically builds top,corners and slopes so you get rounded edges, this is the main difference i can see between editing with the originals against editing with visoverlay=1 on walls and ceilings). but as far as i see it doesnt do anything in the finally build game (except eating performance ^^).
after changing the fps, open fpsc again and load the level. tested the game again and got the upper
2nd pic in the screenshot:
calculating objects for lightning map (in the buildup) = 85
visoverlay = ALL room-segments used set to visoverlay=1
frames = 60 (EVERYWHERE on the map, no matter where you look at)
polygons to calculate = about 150.000
as you can see, the polys are trippled, but the gamebuild has less problems with that than with 50.000, it runs on 60fps!!! wherever you are on the map.
also hard to get why in the buidling-process the original build has to calculate 900 objects (hard to belief that i have 900! objects in the whole level, dont think so) against 85 objects with visoverlay set to 1, but getting the same results. so building process is also speeded up.
so i now have 2 folders on another harddrive:
- originals of used segments
- used segments with visoverlay=1
so i can simply copy&paste the visoverlay1-files into fpsc-folders when i want to run a testgame or build the final. when finished, simply recopy the originals to not get in trouble when editing the map.
EDITING = original settings, testbuild/final build = set visoverlay=1.
test it, it works absolutely fine for me, getting big outdoor-areals on 60 frames before placing entities and AI (character physics and char-script-calculations are another problem that eats framerate, but i cant do hardcoding on the engine
, so that is up to you
. as far as i tested there is no troubleshooting with the trippled polygons against other calculations, but i am going on to find something proofing that this doesnt work... hope not
).
greets
maho