ricktoberfest Posted April 24, 2019 Posted April 24, 2019 Was just reading an article about an unnamed game that put massive tessellation on everything including unrenderred water that got me thinking about the water in DCS. When my textures are slow to load in when joining a multiplayer server, the ground starts off as water. Will my water setting on HIGH be rendering that water underneath all the regular terrain that loads up on “top” of that water? Therefor having an effect on performance even if there is no visible water nearby? Or does DCS stop rendering the water underneath the ground textures? Sent from my iPhone using Tapatalk I3570K @ 4.5Ghz, 16Gb DDR3 @ 1600, Vega64 @1080p
ED Team NineLine Posted April 24, 2019 ED Team Posted April 24, 2019 This has been explained in the past that the way DCS does the water is the most efficient for the DCS World engine. Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
ricktoberfest Posted April 24, 2019 Author Posted April 24, 2019 This has been explained in the past that the way DCS does the water is the most efficient for the DCS World engine. Any chance you have a link to that please? Searching on my phone through Tapatalk just brings up any conversation that’s mentioned water. I’d like to read up on this some more. I do remember way back there were issues with this that got fixed (maybe even before DCS world 2). I was just wondering if water settings on high had a performance impact even in Nevada where there is almost no water and being stuck at work can’t check Sent from my iPhone using Tapatalk I3570K @ 4.5Ghz, 16Gb DDR3 @ 1600, Vega64 @1080p
betatrash Posted April 24, 2019 Posted April 24, 2019 (edited) Generally, anything higher order in the Z-buffer (depth buffer) is not rendered. Known as Z-culling. This applies to nearly all games post-1995. Edited April 24, 2019 by betatrash
ricktoberfest Posted April 24, 2019 Author Posted April 24, 2019 Generally, anything higher order in the Z-buffer (depth buffer) is not rendered. This applies to nearly all games post-1995. Hmm. Just for clarification I found the article again and it was about Crysis 2 putting tessellation on flat surfaces and water meshes that were underground and not rendered (possibly to give Nvidia cards an advantage as at that time they had faster tessellation than AMD did) Sent from my iPhone using Tapatalk I3570K @ 4.5Ghz, 16Gb DDR3 @ 1600, Vega64 @1080p
Pikey Posted April 24, 2019 Posted April 24, 2019 Was a very long time ago this was discussed. Will be difficult to find. Considering an empty mission over very basic land at the edge of NTTR, pre VR, I could get way over 120FPS no problem and I've always used high water, it's not relevant anymore. Cities steal FPS more effectively. ___________________________________________________________________________ SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING *
ED Team NineLine Posted April 25, 2019 ED Team Posted April 25, 2019 Yup, and if we built a proper coast and water edge, the polygon count of the maps would increase immensely, and most certainly affect how big maps could be vs performance. Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug**
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