Need Optimization Tips
Posted: Fri Jul 13, 2012 2:37 am
Hey Everyone,
I'd like to add 4 player co op to my Xbox game and I need to increase performance somewhere before that will run smoothly. Looking at some of the demos for Bepu I think my physics could be running faster but I'm not sure what to do to get it there. I made a short video to show what I'm doing (also to make sure its okay to use the bepu logo in my splash screens) which you can see here:
Null Battles Gameplay
The rooms are procedurally generated and then all the platforms are added to a static group. My players all have two sphere entities attached with a weld joint, 1 for normal collision and another slightly larger one that serves as a buffer space sensor to help ease players onto platforms and reorient them correctly. Players can occasionaly explode and get switched out with 5 free floating objects, but I haven't seen any significant performance impact with that. The room seen in the video has about and 130 platforms in 1 static group and 16 players (thats about the worst case senario for physics in my game) and the space is taking about 8ms to update.
I'm also using the Super Speedy settings from the demos and cut the iteration limit down to 3.
After looking at the static mesh and static group demos on the Xbox I was hoping I could cut the physics time down more but I'm not really sure what to do at this point. Any help would be appriciated!
I'd like to add 4 player co op to my Xbox game and I need to increase performance somewhere before that will run smoothly. Looking at some of the demos for Bepu I think my physics could be running faster but I'm not sure what to do to get it there. I made a short video to show what I'm doing (also to make sure its okay to use the bepu logo in my splash screens) which you can see here:
Null Battles Gameplay
The rooms are procedurally generated and then all the platforms are added to a static group. My players all have two sphere entities attached with a weld joint, 1 for normal collision and another slightly larger one that serves as a buffer space sensor to help ease players onto platforms and reorient them correctly. Players can occasionaly explode and get switched out with 5 free floating objects, but I haven't seen any significant performance impact with that. The room seen in the video has about and 130 platforms in 1 static group and 16 players (thats about the worst case senario for physics in my game) and the space is taking about 8ms to update.
I'm also using the Super Speedy settings from the demos and cut the iteration limit down to 3.
After looking at the static mesh and static group demos on the Xbox I was hoping I could cut the physics time down more but I'm not really sure what to do at this point. Any help would be appriciated!