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Author Topic: Big Frame rate drops.... unpredictably.  (Read 3171 times)

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jonathanboakes

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Big Frame rate drops.... unpredictably.
« on: April 30, 2006, 09:41:46 PM »

I'm experiencing a big framerate drop in between scenes in a demo project, made with WME1.5.2. It doesn't happen everytime I enter the scene, but when it does happen the project stays on 30fps, and slowly lowers as I play through additional scenes. The are music events cued in some scenes, and not others. I have removed music scripts to see if they were causing the problem. There was no change. The framerate still dropped after walking back and forth between the scenes several times. Also, I've tried 'unload' in-between scenes, to remove other actors. 

The weirdest thing is the fact that if I save a game (using the in-game save menu), quit, restart the PC, re-launch WME, launch the project and load my save game it is still 30fps! That means the low frame rate is saved to the save slot and cannot be reset (or the item/script causing the frame drop is being saved). So, there are two things puzzling me....

1: Why does the framerate drop in these scenes some of the time, but certainly not all of the time. I have attempted to replicate the drop through many actions, but it is totally unpredictable (to my eyes). The framerate remains low, regardless of restarting, closing all programs, etc etc.

2: Why does the framerate stay at 30fps from scene to scene, even when there are no actors or 3D assets displayed. Also, the low framerate is loaded with a savegame...regardless of scene, actor and geometry.

Any ideas? info? help? This has got me stumped.  ???

Thanks,
Jonathan

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Re: Big Frame rate drops.... unpredictably.
« Reply #1 on: April 30, 2006, 10:52:16 PM »

Hi,

wouldn't it be possible that you're using some sort of overlay gfx which loads over and over? This would make a so called fps drops
since you then draw more and more of this overlay gfx on the screen.

Also this would explain why savegame is already saved with the low frame rates because you're just being too harsh on
the gfx card which has to draw lots of big polys. Rule of the thumb is to keep all overlays as a smaller piece of gfx because
you are raising throughput which then results in the framerate drops.

Another things which occured to me can be some daemon scripts you keep calling over and over so you are chaining them and they
just slow it all gradually down. Make sure that you initialize them only in the first scene_init.script call and not in all sequentials scene_init.script calls.

I don't know how else I could help you without more info though, so I hope you'll be able to track it down.
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Mnemonic

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Re: Big Frame rate drops.... unpredictably.
« Reply #2 on: May 01, 2006, 07:20:30 AM »

Yes, meta is right. If you're loading some entities using LoadEntity() (or actors LoadActor) that are specific to one scene, make sure you use Scene.LoadEntity(). That way they are destroyed once the player leaves the scene.
Does the initial slowdown occur in one specific scene, or is it random?
Are you using some other persistent scripts that keep running all the time, apart from the music events script?
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jonathanboakes

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Re: Big Frame rate drops.... unpredictably.
« Reply #3 on: May 02, 2006, 12:31:25 AM »

Problem solved. Thanks! It looks to be a misplaced script, in my case calling two windows, in the base.inc....whoops!
 
It's great to see that frame rate go back up, after a depressing long period of watching it droop. I shall 'spring clean' my scripts pronto, to make sure no other nasties are hiding away.

Long live good frame rates, and great support! Hip Hip Hooray!

Thanks guys.
 

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