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grauhr's avatar
14 years ago

World performance tips and tricks

It's easy to get carried away when we build our worlds when there's so many ideas and beautiful pictures in our heads which simply needs to be made reality. And then it's not uncommon to forget the performance aspect! I am guilty of that myself, and thus, I decided to create this list. Please, tell us about any great tips or tutorials you know about to increase world performance! Feel free to point out any broken links, typos, or tips that seem faulty. Thanks! :D


CONTENT

World objects
- Amount and variety
- World objects with high poly count
- Tree clustering

Spawners and effects
- Effects
- Multiplying spawners
- Using the right amount of spawners

Lots
- Number of lots
- Object amount and variety
- Pillars made of walls and double walls
- Plant amount
- Terrain paints

Routing
- Long, "handle-like" paths
- Narrow paths
- Overlapping
- Stuck NPCs
- The boxier, the better

Terrain paints and sculpting
- Terrain paints

Performance myths
- Broken lines
- Layer amount

Notes
- Credit
- Efficiency and necessity
- Numbers


WORLD OBJECTS

AMOUNT AND VARIETY
The more types of world objects you use per chunk, the more you are asking from performance. The total object count in the entire world will affect performance. Keep both these things in mind (http://www.twitlonger.com/show/g70enl)

WORLD OBJECTS WITH A HIGH POLY COUNT
Flowers, rocks and fences are high poly objects and usually render at a high level even when far away. Keep this in mind! (http://customsims3.com/forums/thread-88.html)

TREE CLUSTERING
A tool we all know and love. Trees cluster depending on type, chunk and layer. This means all trees of the same type on the same chunk in the same layer turns into one object when you use the clustering tool, and this is good for performance!
- Since trees cluster per layer, it is best to keep all trees of a certain type in the same layer. (http://www.thesims3.com/content/global/downloads/caw/help_en.pdf)
- Since trees cluster per chunk, try to not let your trees "spill" into other chunks when not necessary. Example: if you have 50 trees of one type in a chunk, and 1 tree of the same type "spilling" into the adjacent chunk, they will cluster into 2 objects. If you move that single tree into the same chunk as the others, they will cluster into 1 object. This is preferable! (http://www.twitlonger.com/show/g70enl)
- Since trees cluster per type, it can be a good idea to keep the variety of trees per chunk low - 4 is a good guideline (http://www.twitlonger.com/show/g70enl). To create variety whilst still having performance in mind, you can use different sets of trees in different chunks. Thanks to BSIRegina!


SPAWNERS AND EFFECTS

EFFECTS
Rendering effects affects performance. Effects can be from spawners - jumping fish, moving beetles etc. - or effects objects - waterfalls, waves, birds etc. Don't use too many. (http://customsims3.com/forums/thread-88.html)

MULTIPLYING SPAWNERS
When you place a lot with spawners from your library and rotate it, the spawners can (will?) multiply. This can lead to lots with more spawners than intended. Always check your lots with spawners after they've been rotated, bulldozed or placed. Delete any additionals! (http://modthesims.info/showthread.php?t=442319)

USING THE RIGHT AMOUNT OF SPAWNERS
http://customsims3.com/forums/thread-88.html - thanks to VanillaTwilight93 for the tip!


LOTS

NUMBER OF LOTS
Try to keep the number of lots under 100. Too many decreases game performance. Thanks to BSIRegina!
If you want many lots, spread them out, so that the game doesn't have to render as many at the same time. (http://www.thesims3.com/content/global/downloads/caw/help_en.pdf)

OBJECT AMOUNT AND VARIETY
Since most lot objects disappear when the lot is at a distance, object variety on lots is not a huge issue. But the overall number of objects and their complexity(both script-wise and polycount-wise) do make a difference. (http://www.twitlonger.com/show/g70enl)

PILLARS MADE OF WALLS AND DOUBLE WALLS
These empty rooms decreases performance because the routing has to take them into account. Use them sparsely. (http://www.thesims3.com/content/global/downloads/caw/help_en.pdf)

PLANT AMOUNTS
Limiting plants to 4 types and an amount of 30 per lot is a good guideline. (http://www.thesims3.com/content/global/downloads/caw/help_en.pdf)

TERRAIN PAINTS
Limiting terrain paints to 4 per lot is a good guideline. (http://www.thesims3.com/content/global/downloads/caw/help_en.pdf)


ROUTING
It can't be stressed enough how important routing is for world performance! If you haven't used routing paint before, you should learn the basics first. You can find some links to tutorials at the excellent CAW FAQ (http://forum.thesims3.com/jforum/posts/list/278761.page).

LONG, "HANDLE-LIKE" PATHS
One of the worst things you can do routing-wise is creating long, routable handle-like paths which forces sims to travel around large parts of your world. Forcing the sim to travel longer and bendier routes is bad. It's better to let them travel as straight as possible, from A to B without any detours. (http://ts3cc.forumotion.ca/t283-perfecting-routing-an-oc-approach-to-routing-paint-by-eyelem)

NARROW PATHS
Do not make the routable paths too narrow; leave them clear-cut and wide. (http://ts3cc.forumotion.ca/t283-perfecting-routing-an-oc-approach-to-routing-paint-by-eyelem)

OVERLAPPING
Do not overlap roads, or let lots overlap roads. Do not let lots, roads, or items sims can interact with (like spawners) be overlapped by sim non-routable paints. These two points are very important. (http://ts3cc.forumotion.ca/t283-perfecting-routing-an-oc-approach-to-routing-paint-by-eyelem)

STUCK NPCs
NPCs getting stuck can cause huge amounts of lag. NPCs can spawn anywhere on the map where routing is allowed. If one of these areas are not connected to the others, the NPCs spawning there are stuck. Avoid holes in the routing paint at all costs - paint carefully. Don't create islands or other areas which are routable but cut off from the rest - while your sim can get there (by teleporting or dive wells for example) and back, NPCs can still get stuck. (http://ts3cc.forumotion.ca/t283-perfecting-routing-an-oc-approach-to-routing-paint-by-eyelem)

THE BOXIER, THE BETTER
Instead of painting your sim non-routable paint in round or diagonal lines along the shapes (like mountains and hills) in your world, keep your lines as long and as straight as possible. Think boxy! Sometimes it is better to let red areas (steep) be routable to assure straight, unbroken lines. I'd recommend reading the link for this one, for the sake of clarity. (http://ts3cc.forumotion.ca/t283-perfecting-routing-an-oc-approach-to-routing-paint-by-eyelem)


TERRAIN PAINTS AND SCULPTING

TERRAIN PAINTS
Use up to 8 terrain paints per chunk. (http://www.thesims3.com/content/global/downloads/caw/help_en.pdf)


PERFORMANCE MYTHS

BROKEN LINES
Sometimes, the routing lines can look like they're broken, sunken through the ground. It has been rumoured to create lag. This is not the case. If you choose to not display the terrain in CAW while displaying routing data, you can see that the lines are intact. While the sim might sink through the ground when they walk along these lines, it will not cause lag. (http://ts3cc.forumotion.ca/t283-perfecting-routing-an-oc-approach-to-routing-paint-by-eyelem)

LAYER AMOUNT
Apparently, layer amount or the way your organize items in layers have nothing to do with performance. As long as you follow the layer tips under "tree clustering", feel free to organize in any way you want. (http://www.twitlonger.com/show/g70enl)


NOTES

CREDIT
All credit goes to the people giving me these tips (as credited) and the people writing the tutorials/threads I've linked to. I'd really recommend visiting these links to read the original text.

EFFICIENCY AND NECESSITY
Do you really need to follow all these guidelines? No, of course you don't. Most worlds out there don't and a lot of them work fine anyway. I've tried to put emphasis on the most important things above. Some of the above tips would probably only give a minimal performance benefit. It is up to you how to use this information! :)

NUMBERS
Most numbers quoted above are just guidelines. There is no magic number where adding one too many trees/lots etc. severely decreases performance. Most of these guidelines can seem rather extreme - they are meant to be guidelines for creating worlds that can run on low-spec computers. If this is not an issue for you, you can surely exceed the guidelines. Have a go at your own computer and see what works!

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