... these are probably 100% obvious things to Everybody Else, but they weren't to me, so I thought I'd share:
1. The main reason why Spring lags so hard with shadows on is because of the grass, and to a lesser extent, the trees. Really! Try turning them off. I was kind've surprised by the results. I didn't think that the grass was generating shadows... er... aha! They're RECIEVING SHADOWS! That's it...
2. Explosions that are multiples of 8 are, I think, optimized for the quadtree algorithm used to determine hits. I may be wrong- maybe it's really just powers of 4 or 2. But when I took every explosion and made them multiples of 8, I noticed a smoothing of gameplay at higher levels of destructo-matic mania in NanoBlobs. I may be just smoking something here, though, as I did this in conjuntion with the tree/grass thing, and didn't do a pure test. Maybe it's just the framerate increase by getting rid of the grass...
Two Surprising Things
Moderator: Moderators
Yeah that makes a lot of sense. There should be an option to disable tree and (ESPECIALLY) grass shadows.
In general I leave reflections on, since they're teh pretty, but shadows are real FPS killers. Games like Oblivion have grass and tree shadows disabled by default, I'm surprised nobody's thought to add the option to Spring yet.
I always do stuff in multiples of 8 for some reason, so I'm golden ^^
In general I leave reflections on, since they're teh pretty, but shadows are real FPS killers. Games like Oblivion have grass and tree shadows disabled by default, I'm surprised nobody's thought to add the option to Spring yet.
I always do stuff in multiples of 8 for some reason, so I'm golden ^^