Difference between revisions of "LFS Editor/Guides/Optimisations"
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* 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 (TEA) [[../../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. | ||
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+ | == References == | ||
+ | * [https://www.lfs.net/forum/post/2075672#post2075672 Scawen's optimization tips for the N.400S GT4 vehicle mod (21 Jan 2024, LFS Forum)] | ||
[[Category:LFS Editor]] | [[Category:LFS Editor]] |
Revision as of 18:27, 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.