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NoLimits Coaster

No in the first example in the model file (collada in this case) are multiple sub elements that for example can be clipped or moved by scripts individually while in the second example these have been combined into a single mesh. You don't notice a difference in the NL2 editor since it is still a single Scene Object.

This quickly made graphic maybe clearifies this a little bit:

You can download the test park to see (and maybe share the results) how it behaves on your systems (since the results might also depend on more aspects like number of CPU cores and single core clocks, GPU speed, bus rates on the mainboard for data transfer and so on...): Download

But these behaviours for example are a reason why I strongly recommend to not use certain more CAD like software for designing objects for NL2 since it is usually hiding these rather important aspects from you while modelling.

There is maybe room for improvements on the engine side, like NL2 could probably automatically optimize models / parks with high element counts when there is no need to treat them separately like when these elements don't get clipped, use no scripts or material rotation effects and so on. But I guess this is not a thing that could be quickly done by the single person who created and maintains the NL2 engine. So one is on the safe side when one takes care of this when creating models anyway.

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The Official 3D Modeling Thread (Ask, Showcase, etc.)
Imagineers

I've been trying to make a air vent using blender with a rotating rotor. I've set the key frames in blender (when I click render it does a 360° rotation) but the animation doesn't start when I start the Park in play-mode (I checked the key frame looping box) do I need to have a custom script to trigger the animation or do i need to do something else?

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Frame Rates
NoLimits Coaster

bestdani posted on February 25th, 2018

Disclaimer: Just my two cents about that from what I read and heard about these topics, I'm not an expert so I would be happy to be corrected, I also know there are many more factors contributing to the final framerate than this one aspect:


The problem is often that in many parks the objects are created / exported in a way that the CPU is very busy with transferring the data to the GPU, that means the CPU is having a hard time transforming all the different objects pieces until they get send to the GPU which has almost no workload since it just waits for the data from the CPU. A quick demonstration scene. In both variants there are exactly 49,920 triangles for my GPU to transform and shade.

In this first picture the GPU is bored because 4.992 different elements are sent by the CPU, so the CPU is slowing the FPS dramatically (which I guess could only be improved by overclocking it way over the 4 GHz at which my core was running):

Iin the second example it's just one element that is sent by the CPU to the GPU, so the GPU is happy and can work "hard", to draw and shade the 49,920 triangles:

There are probably other factors like the amount of materials and textures used per object that can have a probably (I never measured it) important impact. I know from reading about optimizations for other game engines that poor texture management (using many single texture files instead of combining them in one large atlas) can have a huge impact on how fast the data can be transferred to the GPU, I guess that's also true for NL2. Unfortunately many projects do not do that very well or the designers do not know / care about which results in these relatively low framerates (I'm happy with having 30, I have limited mine to 60 usually anyway ;-)) while the amount of polygons that are visible would probably no problem for the GPU to draw.

I guess in these cases only overclocking the CPU dramatically could improve the framerate. I also don't know if it would be possible to get more CPU cores transferring the data to the GPU, I read from another simulation software that they have about the same problem but the "old" graphics APIs like OpenGL or currently used DirectX versions were not made for that.

So from my understanding it's often more up to the park designer than to the NL2 software, that the performance is how it is and the available hardware power cannot be fully used.

So basically you're saying that objects that are combined into a single 3DS file tend to have less real-time load but will possibly bork the load times and memory usage?
I don't really know what you mean by element from your 1st and 2nd examples. The 1st example is each building is a separate 3DS and the 2nd is that all the buildings are one 3DS?

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