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Increasing FPS on using C++ Version?


Hodor88
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Hi there,

 

like already discussed in other topics, there are performance issues on maps with a view on big distances or horizon (correct me if i'm wrong)

 

http://www.leadwerks.com/werkspace/topic/8857-leadwerks-31-framerate-low/

 

On my Computer i can play current AAA Games like COD Black Ops 3 or Fallout 4 without having any problems. On Leadwerks my FPS-Rate goes down to 20-30 FPS if i enter an area where i can look far into the distance. I even do not have max video settings enabled (just 4x Antialiasing etc).

 

I'm using Indie Edition, so i am scripting in lua. There are not much dynamic objects in the scene. Just a few lights, Static Meshes like Buildings and a few enemies. A Script Called Game Controller which implements some kind of time triggered logic and a customized FPS Player Script.

 

When i reimplement all my code in c++ by using the Standard Edition, will this increase my FPS Rate or is this a deeper Leadwerks issue? My Code is basic stuff. Nothing complex. Nothing which would cause performance problems. I already deactivate all the code stuff and used the prefab with the original FPS Player Script. -> Same issues here.

 

Like i said, there are not really much assets in the scene. Not that much scripts, triggers and collisions. And my settings are just medium.

 

Is it possible to increase the performance with c++ version? Publish a Game with that FPS Rate be devastating to the fun of the players. When no one plays the game, then i can save the time on development.

 

PS: Please excuse my bad english ;)

 

Best Regards

Marco

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Debugging might be enabled, which slows the game down but gives you specific information when the application crashes (like how and where it crashed).

Before you make a build in Visual Studio, try putting it from "Debug" to "Release". Maybe that helps

Using Leadwerks Professional Edition (Beta), mainly using C++.

Windows 10 / Linux Mint, Visual Studio 2017. GPU: NVidia GeForce GTX970, CPU: Intel i7 7700K @ 4.20 GHz

Previously known as Evayr.

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Unless you are performing a massive amount of scripted game logic, the C++ version will run at the same speed. It's better to analyze your scene and figure out what the bottleneck in performance is. It's impossible to say anything more without seeing your scene and knowing what hardware you are using.

My job is to make tools you love, with the features you want, and performance you can't live without.

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