Difference between revisions of "LFS Editor/Guides/Optimisations"
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There are several '''optimisations''' that should be done to a vehicle mod in order to improve in-game performance. This can have a significan impact on framerate especially in a full grid of 40 cars on track. | There are several '''optimisations''' that should be done to a vehicle mod in order to improve in-game performance. This can have a significan impact on framerate especially in a full grid of 40 cars on track. |
Revision as of 13:50, 26 January 2024
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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 significan 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.