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Posted: 26 Oct 2007, 18:53
by jK
With ground scars though, the larger they are the worse the FPS drop.
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).

Posted: 26 Oct 2007, 19:36
by CautionToTheWind
Mr.Frumious wrote: Cut out the middle man. Open Wiki access to the TDF/FBI files.
Anarchy Annihilation!

Posted: 26 Oct 2007, 20:18
by ginekolog
MR.D wrote:Ground scars seem to be behind the worst FPS slowdowns in my experience with spring..

.
yes try with .give all and selfd after it. I get 15 fps from 70 just becvause of scars.. it gets better after 30 secs when these grey shades dissaper. Running on lowest settings.

Posted: 26 Oct 2007, 20:56
by Saktoth
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.

Posted: 26 Oct 2007, 22:03
by ginekolog
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.
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.

Posted: 26 Oct 2007, 22:19
by KDR_11k
Air requires collision checks.

Posted: 26 Oct 2007, 23:01
by Neddie
Ground tends to collide when moving, since the pathfinding engine doesn't calculate units as anything other than points in time.

Posted: 26 Oct 2007, 23:30
by Saktoth
Air lags HORRIBLY. A strong fighter patrol (which is mandatory in longer games) will grind your PC to a stuttering halt. I thought this was common knowledge, i mention it often enough.

Posted: 27 Oct 2007, 00:02
by LordMatt
DZHIBRISH wrote:I think lordmatt should immediatly join BA's development team.Or at least join BA's cheerleader squad.

EDITED:
Scratch the first suggestion.
I'm a proud member of BA's cheerleading squad and talk with noize quite a bit when he's working on BA. 8)

Posted: 27 Oct 2007, 00:13
by [Krogoth86]
I didn't test it yet but I was surprised that in The Fifth Millenium the late games ran pretty fast - I think that thousands of Nanospray particles from all the Nano Towers lag even more than fighters...

Posted: 27 Oct 2007, 01:32
by Pressure Line
[Krogoth86] wrote:I didn't test it yet but I was surprised that in The Fifth Millenium the late games ran pretty fast - I think that thousands of Nanospray particles from all the Nano Towers lag even more than fighters...
ive noticed the same thing in other games that dont have fac assisting.

Posted: 27 Oct 2007, 13:09
by 1v0ry_k1ng
which is why nano towers suck. you could try optimizing the nano particles textures? likie, how kernel panic swapped them with diffrent graphics, swap BA nanoparticles for less textured versions for performance? mind, that might look pretty scrappy

Posted: 27 Oct 2007, 13:16
by Otherside
instead of particles cud u have like a straight laser dunno if that wud lag less :P

Posted: 27 Oct 2007, 14:03
by MR.D
A single beam object replacing about 30 streaming particles, sounds like a plan to me.

As long as nobody starts bitching about Supcom stuff :roll:

Posted: 27 Oct 2007, 14:11
by Otherside
nano spray just causes tons of unesscary lag a single beam to build would be better maybe just for nano towers ? or all cons :P just make the beam distiguishable from a laser in some way :]

but yeh if it reduces lag it wud be ownage

well

Posted: 27 Oct 2007, 15:39
by rcdraco
You could also spend $300 and get a pc that can handle it, I
'm looking at about $550 for this rig, and you can build one under $300 on newegg better then mine.

You can't just remove nanoparticles, they ARE ota. >_<

Posted: 27 Oct 2007, 15:42
by KDR_11k
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.

Posted: 27 Oct 2007, 16:28
by Mr.Frumious
Shouldn't the inefficiency of nanospray be considered an engine bug, and thus any fixes at mod-level are hacky workarounds?

Somebody make a patch.

Posted: 27 Oct 2007, 17:04
by Otherside
draco any unneeded cpu strain shud be fixed.. ? not every1 can afford a new machine nm how cheap u say it is for ya :P

Posted: 27 Oct 2007, 17:11
by Zpock
Scrolling beam texture?