Optimizing temples?

Post » Mon Jun 18, 2012 6:35 pm

Hey I've been working pretty hard on a dungeon. I'm working on the 4th level and I'm having a bit of trouble with the final room.
The final room consists of 8 vertical Draugr ambush sarcophagi and one dragon priest sarcophagus. Upon entering the temple, all of these are in the player's view.

Here is an image of the problem area:
[img]http://i.imgur.com/EtL38l.jpg[/img]

Since that picture I have covered up the holes in the ceiling and removed all openings to the void. There are 6 light sources in this room and they are all ALSO in view of the player.


When you enter this room and arrive in the position in the above pic, your FPS drops by about 30. I would really like to keep this room the as-is visually, without moving or removing any of the Sarcophagi. Are there some tricks, besides the obvious Rooms/Portal optimization, that I can use to further optimize this room so there isn't such a huge FPS drop?
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Paula Rose
 
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Post » Mon Jun 18, 2012 6:03 pm

Remove light sources or replace them with no shadow lights, better RoomMarker usage, reduce any effects and try to keep any navmeshing, scripting and AI as simple as possible.
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Brittany Abner
 
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