Groundscars causing some massive FPS hits.

Groundscars causing some massive FPS hits.

Requests for features in the spring code.

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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Groundscars causing some massive FPS hits.

Post by MR.D »

Been noticing this myself, and mentioned by many others.

Ground scars are killing FPS quite alot.

My request, could anything be done for the next spring version to minimize the strain of Groundscars?

It also seems that the larger they are, the more of a hit FPS takes.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Re: Groundscars causing some massive FPS hits.

Post by Snipawolf »

I turn mine off. They help with making a battlefield look... Scarred, but, slaughters FPS. Not sure why they lag any more than anything else. I had 1000 tanks churning out tracks at one time and the fps difference was about 2 fps (back on my 6600gt).
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: Groundscars causing some massive FPS hits.

Post by Tobi »

MR.D wrote:Been noticing this myself, and mentioned by many others.

Ground scars are killing FPS quite alot.

My request, could anything be done for the next spring version to minimize the strain of Groundscars?

It also seems that the larger they are, the more of a hit FPS takes.
Tobi wrote:- settings.exe simple mode sets ground decals to insanely high values. Use only expert mode, and make sure "Ground decals" on the "Render details" tab is set to 1. Anything higher will just cost you (a huge amount) of frames per second.
In Spring itself the ground decal code didn't even change since 0.75b2 IIRC.
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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: Groundscars causing some massive FPS hits.

Post by MR.D »

Tobi wrote: In Spring itself the ground decal code didn't even change since 0.75b2 IIRC.
Well why not :P

If nobody can use anything above "1" for this setting, without getting 1-4 FPS after a large fight, doesn't this mean some optimization is in order? :D
ZellSF
Posts: 1187
Joined: 08 Jul 2006, 19:07

Re: Groundscars causing some massive FPS hits.

Post by ZellSF »

Kloot, from revision 5245 wrote:improve the rendering speed of groundscars by allocating
VA's for them rather than recalculating the vertex- and
texcoors of the quads forming their texture every frame
(note that this precludes the use of scar->alphaFalloff
for now, will need some creative use of draw indices)
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