I have already made a prototype game of driving simulator. And this is the video (the gameplay played on 1:30):
Short desc: Simulasi Berkendara 3D is 3D-based driving game simulation that aims to simulate driving a vehicle by obeying traffic regulations in Indonesia.
I have a problem with optimization. This game needs a high system requirements. I developed this game by using a laptop with specification of Intel Core I5-2430 2.4GHz, 4GB RAM, and GeForce GT540M 2GB. When i run it with 1366x768 fullscreen resolution, the FPS just only about 15-18. And when i run it using a computer with Core 2 duo 2.94GHz, RAM 2GB, GeForce 8400 specification, the FPS just 15-18 in small resolution (640x480).
Here is the optimization I have done:
1. I have put the whole city's buildings, the trees, the grass, etc in one node and I optimized it by GeometryBatchFactory.optimize.
2. I only apply the bullet physics in the cars, fence and the terrain. The fence i made is invisible and located on each side of the road so the cars can not pass through the buildings.
3. I made the lowpoly models. In making a building, the maximum vertices is 30 while the average of building in game is a box with 8 vertices.
The post effect filter i've used in the game are SSAO and DepthOfField.
So, what optimization that I can do more to increase the performance?
After reading the optimization tips on the JME documentation, it is said that the maximum vertice in a scene is 100.000. When I constructed the city in Blender, the amount of vertice is about 25.000 vertices. After I exported it to ogre, it is written in the log that there are about 65.000 vertices are exported. And after I put it to JME and run the game, it is show in statistic that there are 770.000 vertices. I don't know why the amount of vertice increased significantly.
I do really need advises from you all because my game is actually simple enough but it is high in system requirements.
I'll be very pleasure if you give me some suggestion, ideas, comments, etc to improve my game. 8)
Thank you :D
PS: Sorry for my poor poor poor english. It's hard to me to translate my own language. :cry: