by andylegate » Thu Mar 24, 2011 9:44 am
Having different objects in your Age on different Prp files will not keep them from being rendered, unless you use paging with them (like Ae'gura, or Arah Pahts). All the prp's will be loaded and rendered unless you tell them not to.
However, having them on separate prp's will not really decrease any lag if they are all going to be rendered anyway. 2 + 2 + 2 still = 6.
Some things that can increase the performance of your Age:
Lightmaps: Use these only for inside spaces. Using them for large outside areas means having to load large sized textures (the maps). If you shadows are not dynamic, but static, use Vertex Painting to make your shadows.
Vis Regions: If there are areas of your Age that the avatar can not see, then don't have them rendered, except when the avatar is there. This is very important if you have like animations (both object and textures), wavesets, and particles. If you have like a cave or building that the avatar enters, and the outside is no longer visible, then have the game stop rendering it. Same goes for when they are outside: don't have the game render the inside of the cave or building.
Low Poly: keep things that are distant and that the avatar can not get close to very low poly.
I can't remember if the GoW plugin allows use to use LOD, like Max and Cyan's plugin does. you can have objects that are many (flowers, bushes, rocks, sticks, etc), not be rendered while the avatar is far from them. As the avatar get's closer, they will start to be rendered (but the ones the avatar leaves behind will stop being rendered).
Textures: Keep your textures small in size where ever possible. You may have to use a large texture for your sky, but a small rock or tea pot doesn't need a 2048 x 2048 size texture, a 256 or 512 will work just fine.
Shadbuf: Make sure this is turned off for most of your objects (this is for Blender users). Only use it if you absolutely have to in order to have a object cast a shadow. It's a resource hog, and can dramatically affect the performance (and look) of an Age.
Double Verticies: If you've spent a lot of time editing your objects, it's possible to end up with double vertices. Select an object, go to edit mode, Select all the faces then click on Mesh> Veticies > remove Doubles. You'd be surprised at how many meshes end up with these.
Just some suggestions.