Difference between revisions of "LFS Editor/Guides/Optimisations"
From LFS Manual
< LFS Editor | Guides
Jump to navigationJump to search (links) |
m |
||
Line 2: | Line 2: | ||
{{Infobox LFS Editor}} | {{Infobox LFS Editor}} | ||
− | There are several '''optimisations''' that should be done to a vehicle mod in order to improve in-game performance. This can have a | + | There are several '''optimisations''' that should be done to a vehicle mod in order to improve in-game performance. This can have a significant impact on framerate, especially in a full grid of 40 cars on track. |
* Use fewer triangles / points on the model where possible. You can achieve good looking results even with a less detailed model than the hard limit of 65536 triangles. | * Use fewer triangles / points on the model where possible. You can achieve good looking results even with a less detailed model than the hard limit of 65536 triangles. |
Revision as of 18:08, 29 January 2024
![]() |
This page or section is being initially created, or is in the process of an expansion or major restructuring. You are welcome to assist in its construction by editing it. |
LFS Editor | |
---|---|
|
|
Vehicle Mods |
There are several optimisations that should be done to a vehicle mod in order to improve in-game performance. This can have a significant impact on framerate, especially in a full grid of 40 cars on track.
- Use fewer triangles / points on the model where possible. You can achieve good looking results even with a less detailed model than the hard limit of 65536 triangles.
- Combine multiple textures onto a single texture page for efficiency.
- Optimize wheel objects by sharing textures between multiple alpha cutouts to reduce texture switching.
- For closed cockpit cars, set "Concealed driver" to YES.
- Convert the hub object into the spoke object to reduce moving subobjects.
- Eliminate the use of Tree Edge Alpha cutouts for vehicles, as it is not officially supported and adds unnecessary materials.