Difference between revisions of "LFS Editor/Guides/Optimisations"

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{{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 significan impact on framerate especially in a full grid of 40 cars on track.
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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 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

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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.