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A forum post by Supposer

Most likely using fewer "things" is the answer, based on the way you've described things. A good way of thinking about it is to balance out graphics thermo with gameplay thermo.

For example, say you have a single brick sculpt. It's fairly small and so doesn't use much thermo. You clone it around a bunch of times to make a wall. Gameplay has gone up a little but not that much, and graphics hasn't budged, which is cool. But now you clone that whole wall out a load of times, and now you've got thousands of clones of that one brick and your gameplay's going through the roof.

Or you could make a wall as a single sculpt, and cloned that--resulting in the same number of walls you wanted. The wall would take a little more graphics thermo, but would take a lot less gameplay thermo because there are fewer copies of it.

Note, however, that *any* "thing" in the scene takes up some amount of gameplay thermo, including logic, separate clips in a timeline, etc. So it's not necessarily all down to visual things in your scene.

As for reducing graphics thermo, you can use the sculpt detail tool to reduce a sculpt's resolution (and any of its clones). This makes that sculpt use less memory. You can also use the tool to increase resolution easily enough, so you can always undo that down-ressing. Most of the time, you can reduce detail without noticing much of a visual difference from the perspective you'll be seeing it while playing the game.

Another tip is to use sculpt detail instead of adding looseness. A sculpt with lower resolution will look like its flecks are larger--as if it had looseness turned up. So try turning down the looseness in the setting, and decrease the sculpt detail instead. You can usually get roughly the same look as you had before, and you can adjust by adding a little more looseness if you need it. So you're saving on thermo, *and* loosening the sculpt for free!

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