Ahoi,
we are currently building a pleasant little map in forge.
As part of the maps concept, there are a lot of trees.
Now there are certain situations when there are a lot of trees in a players viewport. In this situations the frame rate drops quite a bit.
Does anyone of you have some pro-tips how to solve this problem without reducing the amount of trees?
Something like…fog? some special setting?
Spread the trees out more
Adding more to hide the mess will only increase frame drop. Removing some trees and spreading the rest out a bit helps alot. And really, check your lightmap and object count, some objects do more to frame rate than others. (Glass & *animated objects are the biggest thiefs here)
*Animated also as in the leaves of trees.
Well, you must be lying because Halo 5’s framrate is locked at 60… According to 343 of course.
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> Well, you must be lying because Halo 5’s framrate is locked at 60… According to 343 of course.
It can drop in Customs if someone’s map is too complex.
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> > 2535449665894532;4:
> > Well, you must be lying because Halo 5’s framrate is locked at 60… According to 343 of course.
>
>
> It can drop in Customs if someone’s map is too complex.
He was making a joke about 343’s reason for not having split screen.
> 2535449665894532;4:
> Well, you must be lying because Halo 5’s framrate is locked at 60… According to 343 of course.
Someone call the firefighters, because this thread ( and 343i) has been burned…
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> Spread the trees out more
In all seriousness try this ^
Affraid the first awnser were correct. I had the same issue in an Infection map I was working on. Too many objects (especially masses of small ones) will drop the frame rate and cause performance issues. Like they said try either reducing the amount of trees, or spreading them out. Not much else can be done, sorry buddy