I also know why. It is because it doesn't do a LOD check, it always splits the texture into mapquads with 16x16 in size (very small). So 1 ground scar can easily split into 0.5k-5k polygons (what wouldn't be slow, if it wouldn't calc those vertexes+texcoords for each scar every frame on the cpu).With ground scars though, the larger they are the worse the FPS drop.
Balanced Annihilation V5.8
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interesting... .give 400 armhawk laggs CPU prety bad - game speed drops to 0,75 and 25 fps when patroling. Laggs even more than 500 flashes which is weird. I allways thougt that air requires much less pathing than ground units. Looks like other way around.Saktoth wrote:Turn off groundscars! I have groundscars pretty low, and they dont give me any grief at all. Air is the major bottleneck in every game i play...
...its a pity fighter spam is the only way to stop bombers. It means most larger games end in lag out.
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- Pressure Line
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- 1v0ry_k1ng
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That should be about 30 nanoparticles per second I think so the total count for a build "ray" would be 30*time to move from emitter to target. I don't think the texture you paint on these has any impact on the performance. Even if you just make an explosion generator that looks exactly the same it'll be faster since it obeys Max Particles.
- Mr.Frumious
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