Difference between revisions of "LFS Editor/Guides/Optimisations"
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* 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. | ||
− | * Combine multiple textures onto a single [[../../Modeller/Texture Page Mode|texture page]] for efficiency. | + | * Combine multiple textures of the same subobject onto a single [[../../Modeller/Texture Page Mode|texture page]] for efficiency. For example, if you have 11 textures with a resolution of 128x128 each, that are all used on the steering wheel object, you could combine them into a single 512x512 texture with a room for 5 more. However, do not combine all the existing textures on a single page, as it brings no benefit, just huge texture sizes. |
* Optimize wheel objects by sharing textures between multiple alpha [[../../Modeller/Texture Cutout Mode|cutouts]] to reduce texture switching. | * Optimize wheel objects by sharing textures between multiple alpha [[../../Modeller/Texture Cutout Mode|cutouts]] to reduce texture switching. | ||
* For closed cockpit cars, set "Concealed driver" to YES. | * For closed cockpit cars, set "Concealed driver" to YES. | ||
* Convert the hub object into the spoke object to reduce moving subobjects. | * Convert the hub object into the spoke object to reduce moving subobjects. | ||
− | * Eliminate the use of Tree Edge Alpha [[../../Modeller/Texture Cutout Mode|cutouts]] for vehicles, as it is not officially supported and adds unnecessary materials. | + | * Eliminate the use of Tree Edge Alpha (TEA) [[../../Modeller/Texture Cutout Mode|cutouts]] for vehicles, as it is not officially supported and adds unnecessary materials. |
[[Category:LFS Editor]] | [[Category:LFS Editor]] |
Revision as of 17:26, 29 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 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 of the same subobject onto a single texture page for efficiency. For example, if you have 11 textures with a resolution of 128x128 each, that are all used on the steering wheel object, you could combine them into a single 512x512 texture with a room for 5 more. However, do not combine all the existing textures on a single page, as it brings no benefit, just huge texture sizes.
- 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 (TEA) cutouts for vehicles, as it is not officially supported and adds unnecessary materials.