What's the secret to getting AI traffic that doesn't tank the framerates?
The only difference between these two scenes is that in the second one, somewhere out of sight a bunch of AI trains are running. I understand that processing the instructions and movement of AI traffic in the background is going to use CPU cycles and memory, but THAT much of a performance hit?! Is it better to add many many more portals and have the AI trains running shorter distances, or reduce the number of portals spawning AI trains and have them run back and forth or around in circles for longer time periods? Anyone done a study on performance issues for AI trains? Longer shorter slower faster, or is the only way to set up complicated triggers that only spawn trains when the player is nearby?


The only difference between these two scenes is that in the second one, somewhere out of sight a bunch of AI trains are running. I understand that processing the instructions and movement of AI traffic in the background is going to use CPU cycles and memory, but THAT much of a performance hit?! Is it better to add many many more portals and have the AI trains running shorter distances, or reduce the number of portals spawning AI trains and have them run back and forth or around in circles for longer time periods? Anyone done a study on performance issues for AI trains? Longer shorter slower faster, or is the only way to set up complicated triggers that only spawn trains when the player is nearby?