Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
No more than usual. I have a few (older, non-ssmf) maps with over 9000 (literally) features on them and those I take a performance hit. But on normal feature range (1k - 5k) I haven't noticed any dip in performance.
I have also noticed this, having high quality shadows and AA on will compound the effect. Forb could you please zoom in on a map (just enough to have the view full of trees) like the new Altored divide or Blindside? The maps use pretty low poly trees, yet cause a disproportionately large FPS drop (altored is nigh unplayable for me).
One problem is the `fading features` feature, it's bad implemented and makes feature rendering ~3x as slow as without it (16% cpu time versus 6-8%) . Also it isn't customizable anymore (iirc it was once) and it uses a fixed distance, so conflicts with fartextures. But I don't got the time to fix it, I would disable it as a whole, but better ask zerver what to do with it.
My own experiments (viewtopic.php?f=11&t=27938) lead me to believe features have an unusually high impact on the pathfinder. If you look at the debug screen (alt-b) and notice a high CPU usage on movetype::update you may be seeing this as well.
When I disabled the check for feature collisions in the source code the CPU usage dropped by about 80% for the same number of units and features. Note that this appears to be an issue whether your units are actually moving or not and strangely enough it doesn't seem to matter whether you reclaim all the features.
I don't understand your post zerver or what you are suggesting.
Jools: so the engine should have features, which hurt higher end systems THIS greatly so older computers can run spring? It puts projects like mine in a hard spot. because either you run spring in really low settings OR you have to have a computer MORE powerful than mine? no, anything older than 4 years can gtfo.
Last edited by smoth on 12 Apr 2012, 18:59, edited 1 time in total.
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