FistofZen Posted May 12, 2018 Posted May 12, 2018 (edited) So, not sure if others have noticed it, but before the ground textures get loaded, I see water in the area, rendered and waves are rendered too. So, is the GPU/CPU doing calculations for the water and waves, even if it is below the ground textures and not visible? Edited May 12, 2018 by FistofZen Am I special?
Emmy Posted May 12, 2018 Posted May 12, 2018 Excellent Observation. Subscribing [sIGPIC][/sIGPIC] http://www.476vfightergroup.com/content.php High Quality Aviation Photography For Personal Enjoyment And Editorial Use. www.crosswindimages.com
Art-J Posted May 13, 2018 Posted May 13, 2018 That's how it worked in the 1.2-1.5 era for sure, and I believe it still does in 2.5.x. i7 9700K @ stock speed, single GTX1070, 32 gigs of RAM, TH Warthog, MFG Crosswind, Win10.
Rider1 Posted May 13, 2018 Posted May 13, 2018 (edited) Yea, it's been that way since I started playing and I have been playing for 10 years or so. You could probably find threads about this if you search, I would imagine, as it has been discussed here before. And I don't remember any final idea that it was either a good thing or a bad thing though. Edited May 13, 2018 by Rider1
Raven (Elysian Angel) Posted May 13, 2018 Posted May 13, 2018 It's been like that since the Flanker days in the '90s. I had hoped it would be different for EDGE in 2.X since back in the old days it was the main cause of performance problems. It was quite obvious 1.X followed that approach but I only recently started noticing it in 2.5. Maybe due to the new memory manager? Spoiler Ryzen 7 9800X3D | 96GB G.Skill Ripjaws M5 Neo DDR5-6000 | Asus ProArt RTX 4080 Super | ASUS ROG Strix X870E-E GAMING | Samsung 990Pro 2TB + 990Pro 4TB NMVe | VR: Varjo Aero VPC MT-50CM2 grip on VPForce Rhino with Z-curve extension | VPC CM3 throttle | VPC CP2 + 3 | FSSB R3L | VPC Rotor TCS Plus base with SharKa-50 grip | Everything mounted on Monstertech MFC-1 | VPC R1-Falcon pedals with damper | Pro Flight Trainer Puma OpenXR | PD 1.0 | 100% render resolution | DCS graphics settings Win11 Pro 24H2 - VBS/HAGS/Game Mode ON
FistofZen Posted May 14, 2018 Author Posted May 14, 2018 With or without the new memory manager, I think it still affects the performance, after all, the new memory manager is only about textures. The water is still a 3D object and the waves are changing in shape which require calculations, with or without the water texture. But why is it like this, why is water there where it should never be? Am I special?
joker68 Posted May 14, 2018 Posted May 14, 2018 Maybe it is because it would be much more CPU demanding to dinamically calculate where water should appear or not and adjust accordingly than just render it as a "world level base" and simply render ground textures over it.Of course I don't know about map making, but unless it is "hand made" with every lake, river or sea carefully fitted, making a "sea level" as a single object and then adjusting the position of ground map resulting in water textures naturally "clipping and filling" everything below that level seems to be the easiest way. In short: maybe having several water objects dispersed at specific locations (rivers, lakes, ocean) can be heavy on resources than a single large object. Just guessing.
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