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Online Server Performances


A.S

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"06.08.2008 09:13:35 =RvE=--A.S-- > i think i figured out what can be performance issues on online server --- partially"

 

"06.08.2008 09:13:55 3Sqn_Cali > ok"

 

"06.08.2008 09:14:00 =RvE=--A.S-- > example: i compared the size of the missions of 169th and 3sqn online"

 

"06.08.2008 09:14:11 =RvE=--A.S-- > the ammounts of units are not quite different"

 

"06.08.2008 09:14:31 =RvE=--A.S-- > both servers provide alot units and activities going on"

 

"06.08.2008 09:14:37 3Sqn_Cali > ok"

 

"06.08.2008 09:14:57 =RvE=--A.S-- > BuT first wondering why i have on 169th ALWAYS no matter when and where 60-90 FpS from ground to any area"

 

"06.08.2008 09:15:27 =RvE=--A.S-- > and why on 3Sqn-Server looking west for exampal 200FPS but looking east - even far out of visib range -the direction of units only 20FPS"

 

"06.08.2008 09:15:36 =RvE=--A.S-- > i noticed one thing !!!!!!!!"

 

"06.08.2008 09:15:42 3Sqn_Cali > what?"

 

"06.08.2008 09:16:00 =RvE=--A.S-- > LOCKON seems like calculating them depending if they are in your FOV somehow"

 

"06.08.2008 09:16:10 =RvE=--A.S-- > IT S NOT THE AMOUNT OF THEM"

 

"06.08.2008 09:16:17 =RvE=--A.S-- > ITS THE DESNITY"

 

"06.08.2008 09:16:24 =RvE=--A.S-- > HOW DENSE U PLACE THEM"

 

"06.08.2008 09:16:28 3Sqn_Cali > ok then look at the 169th and 104th"

 

"06.08.2008 09:16:32 =RvE=--A.S-- > and thats also the diff to 169th"

 

"06.08.2008 09:16:50 =RvE=--A.S-- > i did...read what i typed abvoe...."

"06.08.2008 09:16:51 3Sqn_Cali > they have crap ALL over the map"

 

"06.08.2008 09:17:00 =RvE=--A.S-- > yes they have cali"

 

"06.08.2008 09:17:10 =RvE=--A.S-- > but the only difference to 3SQN is DENSITY"

 

"06.08.2008 09:17:15 3Sqn_Cali > so your saying we need to spread them out some"

 

"06.08.2008 09:17:16 =RvE=--A.S-- > not the amount ..its quite the same"

 

"06.08.2008 09:17:25 =RvE=--A.S-- > its how much per area ....the density"

 

"06.08.2008 09:17:31 =RvE=--A.S-- > yeS !!!"

 

"06.08.2008 09:17:34 =RvE=--A.S-- > thats the point"

 

"06.08.2008 09:17:56 3Sqn_Cali > hmmm I get good fps in our server but in the 104th people warp, low fps and freezes"

 

"06.08.2008 09:18:00 =RvE=--A.S-- > i found that out ....wondering ..what is the difference with same amount fo things "going on""

 

"06.08.2008 09:18:37 =RvE=--A.S-- > 169th and 3sqn dont have more or less units.....quiete same mission size kb..but the density is diff"

 

"06.08.2008 09:19:05 3Sqn_Cali > I'll let them know about that"

 

"06.08.2008 09:19:20 =RvE=--A.S-- > i will make a test mission to verify this"

 

"06.08.2008 09:19:22 3Sqn_Cali > we have convoys in some missions"

 

"06.08.2008 09:19:37 =RvE=--A.S-- > YES that can be one thing especially if they move"

 

"06.08.2008 09:19:38 3Sqn_Cali > ok post this at our forums if you can"

 

"06.08.2008 09:19:49 3Sqn_Cali > they are moving"

 

"06.08.2008 09:20:11 =RvE=--A.S-- > copy chatlog and post it for me plz"

 

"06.08.2008 09:20:28 3Sqn_Cali > but noone else complains about low fps in our server except RvE guys"

 

"06.08.2008 09:21:00 =RvE=--A.S-- > Cali i have 200fps west 20fps

east ??? i would love to but i cant play on it like the first days of it"

 

"06.08.2008 09:21:10 =RvE=--A.S-- > and its not complain"

 

"06.08.2008 09:21:13 =RvE=--A.S-- > its a tip"

 

"06.08.2008 09:21:41 3Sqn_Cali > I'll let them know"

 

"06.08.2008 09:22:13 =RvE=--A.S-- > ok ..i will make a mission....200 units spread...and dense.....and fly high and look around...that will confirm it"

 

"06.08.2008 09:22:29 3Sqn_Cali > ok"

 

"06.08.2008 09:22:51 =RvE=--A.S-- > you can place alot on a map....here ..there ...logic ...well though ..and so on"

 

"06.08.2008 09:22:58 =RvE=--A.S-- > but all close eachother....omg"

 

"06.08.2008 09:23:14 =RvE=--A.S-- > thats the lockon weakness.....someone"

 

"06.08.2008 09:23:40 =RvE=--A.S-- > thats was i think also reason for good locerf and dead locerf fps"

 

"06.08.2008 09:23:48 =RvE=--A.S-- > maybe"

 

"06.08.2008 09:25:00 3Sqn_Cali > Maybe we'll take out some stuff in one of the missions (make a back up) and see how it runs"

 

"06.08.2008 09:25:39 =RvE=--A.S-- > make a 500kb mission with units over the whole map...all working radar etc etc..and then make 100kb mission all close with convoy etc"

 

"06.08.2008 09:25:42 =RvE=--A.S-- > u will see the diff"

 

"06.08.2008 09:25:46 =RvE=--A.S-- > if you fly over"

 

"06.08.2008 09:27:10 =RvE=--A.S-- > its quite interesting cuz it seem that lockon starts calculating things different as soo they are in your FOV even far out of visib range"

 

"06.08.2008 09:27:45 3Sqn_Cali > I'll post this in our forums"

 

"06.08.2008 09:28:03 =RvE=--A.S-- > thx"

 

"06.08.2008 09:28:08 3Sqn_Cali > no problem"

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yOk i found the problem.

 

All tests with same settings.

 

What i did was this. I saved the 169th Mission (352KB size = how much is in it) and put my view (jet) to all most dense ground units places and looked around checking the objects render framerates. 4-6FPS for objects everywhere, no matter how dense of units this area is (wp 6) for example, or maycop zoomed out had Objects Render eta 3.7.

 

So now i saved the (current running) 3Sqn Mission (271KB size) and did the same test. Checking the max oject Render Framerates on everyplace looking in every direction.

Overall same results, just lil higher 6-7FPS for objects (still ok)

 

BUT

 

this area, and ONLY this area - flown over it or looking in direction to it - alone needs 40-50 FPS Objects Render.

 

screenshot014ow6.th.jpg

 

That confirms my theory that "too dense" "interfer Acitves" on one place KILL FPS.

 

no matter if you can handle it with BVR combat over it or not...or if your PC is better then your naighbors PC..... its A ISSUE.

 

 

 

So if you have a PC running with 400 FPS ...50 less wont hurt...but if you have one average at 60-90 fps at online servers like me.... - 50FPS hurts alot...especially if jets are included.

In other words LOL i can fly on 3SqN ..with no problem and great FPS IF i dont look to this area :megalol::smartass::pilotfly::joystick::D

 

Thx....no prob..pleasure to help.


Edited by A.S

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That confirms my theory that "too dense" "interfer Acitves" on one place KILL FPS.

Interesting results, but I think saying it's confirmed is a bit much, yet. Considering the test have only been performed on your computer so far.

 

Others should make such test as well so we can get a more "scientific" result on the problem. Also, post your specs and settings. :)

 

Im gonna try it now :)

 

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You will have the similar results .. not same cuz your PC might be different. and AGAIN this is not the question bout how good a PC is

 

it is a question and only a question that "overdensing" causes issues

 

Its a information for all making missions like LOCERF etc etc etc

 

And if ppl only believe in GOLD, Porsche, Bush, and Brands ...my PC is the best of the world and im a FPS test scientist ..you buy it now? :lol: (ironic joke to brain it better)


Edited by A.S

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do same test please and post. Klick FpS counter (ctrl-backspace) twice ..hover over all locations of these missions and tell me where your OBJeCTS FRAME RATE raises very much . :smilewink:

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If mission builders mine airfields other than the usable bases, there is no need to saturate the map with defenses. Also using just needed defenses in strategical places is much more efficient than placing a wall of SAM's indescriminatly.

 

If your theory is correct this will be a huge FPS improvement.

 

Some players will complain they are left unprotected, but its up to them to cover their assets and not count on them to be self sufficient.


Edited by Pilotasso

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If mission builders mine airfields ither than the usable bases, there is no need to staurate the map with defenses. Also using just needed defenses in strategical places is much more efficient than placing a wall of SAM's.

 

If your theory is correct this will be a huge FPS improvement.

 

Pilotasso...truly true great words bout efficient placing !!!!!

 

You can try this: place 200 units (lets says Shilka or whatever) over whole Krimsk and now place 20 of them on one BASE and not fly...look to it ... just bring it in your FOV (thats when it matters) and you will see what im talking bout.

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So A.S., how would you explain that for some people the density of objects leads to such an FPS drop while for others it doesn't? Cause I can't say I've ever experienced such drops only by looking into certain directions, and I certainly don't have a top of the line gaming machine...

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Im not a prophet... but have you done the same test...or any of above said cases......that will explain it itself Case.

 

Case...test it.....it will not help drifting in ppl-argue-style offtopics

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Yes AS Its as u are saying, specially if there is a convoy moving, notice if u make a convoy off 15 vehicules an fly by it, as soon u hear the convoy u get a big freeze for a sec.I have been thinking if it something to do whit sound, cause it freezes when u hear the convoy not see it.

Its obvious, as tighter u putt the units as lower FPS it will bring. In the end everything depends on which density of units ur Pc can handle.


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Can be too ....in clusterbomb explosion that is a issue right.

 

what you can do is press START type dxdiag and soundacceleration down to minimum...helps a bit....

(its caused by sound 3D ..for example if you disable 3D sound in sound.cfg it will BOOOOST your FPS but thats pretty crap cuz

then you hear everything very close with no range fading)

 

if you place 30 building on one small area..that will not cuz problem but if you place

 

ACTIVE UNITS ( moving, scaning, operating ) too dense at one spot...combined with sound it will KILL FPS ......

static objects of course need rendercapity BUT again its not bout this

its how many math operations are happening at one place.....density - of cpu cycles in FOV ...

 

(besides use RVE soundpack -- 40MB soundfolder down to 4mB high quality new compressed format - mix of ZZZ, archerpack and standart)

 

i know many argue...hmmm i bought 16core PC and i dont see problems..., but that doesnt change the fact that lockon has a problem in these cases.

 

I just think if someone spent alot money on a server he should maybe make it user-friendly in order to "serve" officially the communtiy :smilewink:


Edited by A.S

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There was a mission at RAF server long ago, it consited in Sochi VS Gudauta, the one that made blue team get engaged by SAM's off the runway (lol). I noticed when facing red base (sochi) the FPS got a huge pounding even though the objects on that direction were not visible. I swiched over to red side and noticed dozens of aircraft parked at this base. It made me wonder why FPS was hurt so much to the point of unplayability for objects that werent even visible from 40 miles away.

 

The mission was subsquently replaced and the problem was gone. So did dummy aircraft at runways and FPS went up.


Edited by Pilotasso

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My PC specs below:

Case: Corsair 400C

PSU: SEASONIC SS-760XP2 760W Platinum

CPU: AMD RYZEN 3900X (12C/24T)

RAM: 32 GB 4266Mhz (two 2x8 kits) of trident Z RGB @3600Mhz CL 14 CR=1T

MOBO: ASUS CROSSHAIR HERO VI AM4

GFX: GTX 1080Ti MSI Gaming X

Cooler: NXZT Kraken X62 280mm AIO

Storage: Samsung 960 EVO 1TB M.2+6GB WD 6Gb red

HOTAS: Thrustmaster Warthog + CH pro pedals

Monitor: Gigabyte AORUS AD27QD Freesync HDR400 1440P

 

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Another big FPS hit is the Su-25T with all it's polys. We were flying once with Voodoo and Yorz, me and Yorz in T, Voodoo in 33 as escort. When I look to my left, where the 33 was I had 50FPS, I look to my right to Yorz and... boom, 20FPS. So whenever there's a 25T in the mission- don't look at it unless you're shooting :D

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There was a mission at RAF server long ago, it consited in Sochi VS Gudauta, the one that made blue team get engaged by SAM's off the runway (lol). I noticed when facing red base (sochi) the FPS got a huge pounding even though the objects on that direction were not visible. I swiched over to red side and noticed dozens of aircraft parked at this base. It made me wonder why FPS was hurt so much to the point of unplayability for objects that werent even visible from 40 miles away.

 

The mission was subsquently replaced and the problem was gone. So did dummy aircraft at runways and FPS went up.

 

Pilotasso, don't forget that things like aircraft, missiles, tanks, ships and other vehicles which are not part of the scenery have visibility distance set in Graphics.cfg under Objects and by default this is set to 50km, on Low it's 40km and on high 80km... so if you have few hundred units spread out over this distance even if you visaully don't see it from cockpit the game is rendering them and displaying them as visible... things like ships should indeed be visible from good distance (don't know about 80km though) so if you want more FPS set Objects to 20 or even 10km... downside is it won't be nice seing big ships poping up at 10km...


Edited by Kuky

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  • ED Team

Dont underestimate the CPU power you need to run the game, especially with many units on the map.

 

To check if your CPU is capable for a certain mission simply compare your fps while in flight with your fps if you pause the game ( of course in SP ).

 

If there is a big difference in flight and pause, your cpu might be too weak.

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Well im gonna go little bit offtopic.

 

The biggest FPS killers are Haze Advanced, Mirrors, Visibility Range and Scenes especially!

 

Often you have find a balance between Scenes and visibility range. Personally i use low Scenes (no cambot importance so much) and tend to have better visibility Range.

 

F2004 and FSX are the best example for this. Still F2004 has the better engine to render Scene objects. Its easy to fly over New York in 2004 with all building and good visiv range, but in FSX that just knocks out everything.

 

I just hope that these "Problematics" will be considered in DEVeloping DCS and further .

 

I know it will be a challange for coders to find the cream balance between GFX and performance, but lets hope they will think bout this.

 

Lockon came out, really playable with PCs in next generations. The day it came out i preordered it and had this time a 4000$ latest PC machine.....No chance to play it ...all settings at low and lower in order to run it at all ..... :)

 

I know products pass BetA stage, and many tests...but as you always can see....the best test is if community is running it finding out whats great and whats missing.

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AS, you can't tell me you have latest PC worth $4000 and even with your scenes on low you getting unplayable framerate... remember I told you yesterday I tested offline 1100 units within 10km range and I was still getting 22-23FPS looking at them. Yes it was on edge of a map where there are no other structures to be displayed but still we are talking vell over 1000 units 100 of which were SAM's...

 

another test I just did (same conditions - empty part of a map) I places 5 columns of 99 vehicles and I flew right on top of them... from few Km away my framerate was stable at 60FPS (V-Sync limit) and there were 1000 objects in ingame counter... as I got closer and higher LOD of the vehicles kicked in framerate droped to 35min and I say around 6500 objects in ingame counter... so even almost 500 units placed closely together does not bring framerate to its knees as 35FPS is still very playable. So I just can't see how for example even 100 units in 10km range can have such high impact on decent system... I mean if 500 units (aprox 6500 objects at worse make me 35FPS 300 units would give me 60FPS easy... and this is with mirrors on, advance haze...etc... only think I didn't crank up is water (it's on medium) and full shadows (they don't work)

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Kuky my friend ..read my thoughts dont yours hehe

 

The day it came out i preordered it and had this time a 4000$ latest PC machine..... Now i have a better PC thats 4-5 years back

 

i was relating to the point that games come out playable way later cuz of missing performance on release-date machines.

 

Besides yuo may have different results, and as i said, its not fully clear what kind of density causes the drops ( of course simple static units not so much as something what works or operates )

At some stages things just interfer eachother, and in that mission above (3Sqn) ....every point on the Map works great ..no problem at all...ONLY this area with multiple scaners which scan the same area.....it just almost freezes for me.

 

And again, Notice that IT IS A ISSUE ....considering ONLINE HOSTING...no matter what your personal expierineces are.

 

Lets say i have the best PC in the world...and i dont care ....ok? it still remains a issue...therefore....i will avoit any arguments...that it runs for you and not for others....

 

Besides, on a online server, imagining that all units AND a Mutliplayers fighting that area....the down limit it 40-45FPS. (depending your setting of course too)

I know alot guys consider 30FPS as "playable"....well once you feel 60-90FpS and more..that fast response...of everything including TrackIR ....you will never ever wanna fly 20-30FPS anymore...especially in BVR Fights.

 

Yoda and i think this way, even we have ..and he has better PC...we set things to that level that we will fly minimum 45fps....below that...and we leave Sever......with very good reasons ,) (25FpS close BVR missiles...oh my god ...lol)

 

Look, i have quite moderate settings..not very high but not very low.... i joint 169th and have 60-70 fps on ground in pit...i take off and i fly between 50-160 FpS ...in every case and moment.... and this Mission is first Bigger in content....and the units are damn well places ...hard to knock them out....well efficient spreaded......


Edited by A.S

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well the truth is we don't have anyone else saying their performance is such bad they can't fly in our server... maybe demanding 45FPS at all costs is bit unrealistic... especially if you have a lower end PC... I mean you can't expect us to leave out only 1-2 ground unit every 10km just so you can fly with 45FPS min... it is not quite fair for ground pounders... what else would there be to do then on a map? Air to air only? and I don't know why you have so much problem flying BVR with 30FPS for example... doesn't bother be at all... 25 and lower, yes it does start to feel bit uneasy when I need to ract quick but anything 30-35 and up is very playable... and I also always fly with TrackIR and mirrors etc...

 

For the sake of argument/fix for this... I'd like anyone else having same issue to post...

 

Edit: I counted those units... 101 in total over 20km distance (3 groups stationary and 1 moving group of tanks) Now what is most likely impact for you is also other units near buy (another 10-15km away such as few ships and RED units at Kirovskoye base) as if you have in grpahics.cfg objects set to 35000 then all units at that distance will be showing (you might not see them but they are there) so that means your CPU will be showing possibly 200 units (101 i just counted on BLUE side plus say double that for the RED units) if you fly air to air only you might as well set objects distance to 10000, it will ease the burden on a CPU... possibly half the units being displayed since you run no scenery structures or have mirrors on... give it a go and see if that helps


Edited by Kuky

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another test I just did (same conditions - empty part of a map) I places 5 columns of 99 vehicles and I flew right on top of them...

 

and there were 1000 objects in ingame counter... as I got closer and higher LOD of the vehicles kicked in framerate droped to 35min and I say around 6500 objects in ingame counter...

 

Kuky...did i asked you to change your Mission online ..NO !!!! 3sqn server was an example !!

 

Ok i did same test

 

4 columns of 99 vehicles (Hummer) watch this

 

first my FPS in pit ( same missione same scenario and 10km to the column head on )

 

screenshot008jw0.th.jpg 120FPS

 

then externals view to the columns can you see MY objects in ingame counter

 

screenshot007bh1.th.jpg FPS Joke

 

26920 objects ???? with one column less=?? you had 6500 with 5 columns ( ok maybe it was not hummer)

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Here my graphics.cfg what do i do wrong???

 

start_position = {-61, 1.2, -70};

start_position = {-180, 10.2, 630};

start_position = {-153.5, 0.1, 438};

start_position = {-60, 0.2, -60};

start_position = {0, 0.2, 0};

PlugIns

{

Renderer = "DXRenderer.dll";

Plugin1 = "MitkaGraphics.dll";

Plugin2 = "ZweiBlau.dll";

Plugin3 = "AVIMaker.dll";

Plugin4 = "Weather.dll";

GrEffects = "Effects.dll";

Plugin5 = "RenderEffects.dll";

}

DisplayMode

{

resolution = {1600, 1200};

bpp = 32;

fullscreen = 1;

aspect = 1.333333373;

Interface

{

resolution = {1600, 1200};

bpp = 32;

fullscreen = 1;

aspect = 1.333333373;

}

Simulation

{

resolution = {1600, 1200};

bpp = 32;

fullscreen = 1;

aspect = 1.333333373;

}

AVI

{

resolution = {640, 480};

fullscreen = 0;

aspect = 1.3333;

}

}

SurfaceMaterials

{

file = ".\\Bazar\\Graphics\\Materials\\mfd.lma";

file = ".\\Bazar\\Graphics\\Materials\\map.lma";

file = ".\\Bazar\\Graphics\\Materials\\infrared.lma";

FixedPipeline

{

file = ".\\Bazar\\Graphics\\Materials\\landGf2.lma";

file = ".\\Bazar\\Graphics\\Materials\\mirrorGf2.lma";

}

SWPipelineNoFog

{

file = ".\\Bazar\\Graphics\\Materials\\landGf2.lma";

file = ".\\Bazar\\Graphics\\Materials\\mirrorGf2.lma";

}

SWPipeline

{

file = ".\\Bazar\\Graphics\\Materials\\landGf3.lma";

file = ".\\Bazar\\Graphics\\Materials\\mirrorGf3.lma";

}

SWPipeline

{

file = ".\\Bazar\\Graphics\\Materials\\landE3Gf2.lma";

file = ".\\Bazar\\Graphics\\Materials\\mirrorGf2.lma";

}

}

Precaching

{

around_camera = 50000;

around_objects = 10000;

around_types = {"world", "point"};

preload_types = {"map"};

}

TexturePaths

{

path = ".\\Bazar\\TempTextures\\";

path = ".\\Bazar\\Effects\\WaterNormals\\";

path = ".\\Bazar\\TestTextures\\";

}

ModelDescriptions = ".\\Bazar\\ModelLOD.txt";

ModelPaths

{

path = ".\\Bazar\\World\\Shapes\\";

path = ".\\Bazar\\Terrain\\Structures\\High\\";

}

Camera

{

current = "ASHigh";

Low

{

near_clip = 4.;

far_clip = 60000;

structures = {30, 2000};

trees = {60000, 3000};

dynamic = {300, 20000};

objects = {3000, 40000};

mirage = {3000, 10000};

surface = {10000, 50000};

lights = {50, 10000};

lod = 0.85;

}

Medium --------- in use --------

{

near_clip = 0.2;

middle_clip = 4;

far_clip = 80000;

structures = {40, 5000};

trees = {100000, 8000};

dynamic = {300, 20000};

objects = {3000, 50000};

mirage = {3000, 15000};

surface = {14000, 80000};

lights = {100, 30000};

lod = 0.85;

}

High

{

near_clip = 0.2;

middle_clip = 4;

far_clip = 80000;

structures = {200, 10000};

trees = {200000, 20000};

dynamic = {300, 20000};

objects = {5000, 80000};

mirage = {5000, 20000};

surface = {20000, 80000};

lights = {200, 80000};

lod = 0.85;

}

AS

{

near_clip = 0.2;

middle_clip = 4;

far_clip = 80000;

structures = {30, 2000};

trees = {60000, 3000};

dynamic = {300, 20000};

objects = {3000, 40000};

mirage = {3000, 10000};

surface = {10000, 50000};

lights = {50, 10000};

lod = 0.85;

}

ASHigh

{

near_clip = 0.2;

middle_clip = 4;

far_clip = 80000;

structures = {200, 10000};

trees = {100000, 8000};

dynamic = {300, 20000};

objects = {3000, 50000};

mirage = {3000, 15000};

surface = {14000, 80000};

lights = {100, 30000};

lod = 0.85;

}

}

ShadowLevel = 1;

LightsLevel = 2;

MirrorsLevel = 1;

TextureLevel = 2;

WaterQuality = 1;

FogQuality = 0;

SceneFile = "Low";

TextureCollections

{

highFolder = ".\\Bazar\\TempTextures\\";

winter = ".\\Bazar\\Terrain\\Surface\\High\\CoastlineWin.cdds";

common = ".\\Bazar\\Terrain\\Surface\\High\\CoastlineSum.cdds";

spring = ".\\Bazar\\Terrain\\Surface\\High\\CoastlineSpr.cdds";

autumn = ".\\Bazar\\Terrain\\Surface\\High\\CoastlineAut.cdds";

common = ".\\bazar\\world\\walmisWeapons.cdds";

common = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesBMP.cdds";

common = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesTGA.cdds";

spring = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesSprBMP.cdds";

spring = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesSprTGA.cdds";

common = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesSumBMP.cdds";

common = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesSumTGA.cdds";

autumn = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesAutBMP.cdds";

autumn = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesAutTGA.cdds";

winter = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesWinBMP.cdds";

winter = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesWinTGA.cdds";

common = ".\\Bazar\\Terrain\\Surface\\High\\MapTexturesBMP.cdds";

common = ".\\Bazar\\Effects\\EffectTexturesTGA.cdds";

common = ".\\Bazar\\World\\TexturesBMP_weapons.cdds";

common = ".\\Bazar\\World\\WorldTexturesTGA2.cdds";

common = ".\\Bazar\\World\\WorldTexturesTGA.cdds";

common = ".\\Bazar\\World\\WorldTexturesBMP2.cdds";

common = ".\\Bazar\\World\\WorldTexturesBMP.cdds";

common = ".\\Bazar\\World\\WorldTexturesBMP1.cdds";

common = ".\\Bazar\\World\\ShipTexturesBMP.cdds";

common = ".\\Bazar\\World\\ShipTexturesTGA.cdds";

common = ".\\Bazar\\World\\CockpitsTexturesBMP.cdds";

common = ".\\Bazar\\World\\CockpitsTexturesTGA.cdds";

common = ".\\Bazar\\Effects\\effects.cdds";

common = ".\\Bazar\\World\\Cockpit-SU25T-TexturesBMP.cdds";

common = ".\\Bazar\\World\\Cockpit-SU25T-TexturesTGA.cdds";

common = ".\\Bazar\\World\\WorldTexturesTGA1.cdds";

}

season = "summer";

RenderStates

{

Folder = ".\\Bazar\\Graphics\\";

Parser = ".\\Bazar\\Graphics\\RenderStateParser.cfg";

DefaultRsFile = ".\\Bazar\\Graphics\\default.rsbin";

}

MaterialAliasFile

{

GF3 = ".\\Bazar\\Graphics\\Materials\\materials.lma";

GF3 = ".\\materials_TT.lma";

GF2 = ".\\Bazar\\Graphics\\Materials\\materialsE3GF2.lma";

}

landfile2 = ".\\Bazar\\Terrain\\Surface\\High\\land.lsa2";

BinScene = ".\\Bazar\\Terrain\\Scenes\\medium.scn";

roads

{

road = ".\\Bazar\\Terrain\\Roads\\roads.rn2";

road = ".\\Bazar\\Terrain\\Roads\\rails.rn2";

}

superficial

{

file2 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_VPP.sup";

file2 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Coastline.sup";

file2 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Crim.sup";

file3 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Cauc_East.sup";

file3 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Cauc_North.sup";

file3 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Cauc_West.sup";

file2 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Mount_Borders.sup";

map = ".\\Bazar\\Terrain\\Map\\map_buildings.sup";

map = ".\\Bazar\\Terrain\\Map\\map_lep.sup";

map = ".\\Bazar\\Terrain\\Map\\map_rivers.sup";

map = ".\\Bazar\\Terrain\\Map\\land_map_L0.sup";

map = ".\\Bazar\\Terrain\\Map\\land_map_L2.sup";

map = ".\\Bazar\\Terrain\\Map\\map_towns_crim.sup";

map = ".\\Bazar\\Terrain\\Map\\map_towns_cauc.sup";

map = ".\\Bazar\\Terrain\\Map\\map_towns_names_crim_en.sup";

map = ".\\Bazar\\Terrain\\Map\\map_towns_names_cauc_en.sup";

}

ru

{

map = ".\\Bazar\\Terrain\\Map\\map_towns_names_crim_ru.sup";

map = ".\\Bazar\\Terrain\\Map\\map_towns_names_cauc_ru.sup";

}

LandLodDistances

{

LandDay

{

L01 = 10000;

L12 = 35000;

}

LandNight

{

L01 = 10000;

L12 = 35000;

}

Map

{

L01 = 50000;

L12 = 120000;

L23 = 200000;

L34 = 300000;

L45 = 400000;

}

MapAlt

{

L01 = 50000;

L12 = 120000;

L23 = 200000;

L34 = 300000;

L45 = 400000;

}

MapTex

{

L01 = 50000;

L12 = 120000;

L23 = 200000;

L34 = 300000;

L45 = 400000;

}

MFD

{

L01 = 10000;

L12 = 25000;

}

}

LModelFiles

{

lmf = ".\\Bazar\\Terrain\\Structures\\model.lm";

lmf = ".\\Bazar\\Terrain\\Structures\\land_offside_model.lm";

}

LandTextureLighting = 1;

LandSunFactor = 0.7;

OldLandNoise

{

perSquare = 5;

perSquare2 = 150;

front = 1000;

back = 10000;

top = 2500;

map_high = 20000;

bottom = 2000;

noisemax = 0.3;

noisemin = 0.1;

}

NoiseStrip

{

min = 1895;

max = 2305;

}

ScreenshotQuality = 100;

ScreenshotName = "ScreenShots/ScreenShot_%03d.jpg";

ScreenshotExt = "jpg";

EffectOptions = 1;

Exhaust = 0;

ShadowDensity = 0.3;

PilotName = "No";

FogParam1 = 12;

FogParam2 = 1.1;

ObjectFogMultiplier = 0;

CivilianRoutes = "";

AviFolder = "Movies/";

PilotNames = 0;

[sIGPIC][/sIGPIC]

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wow... you shouldn't be having that manu objects showing... something is wrong... you sure you placed them on edge of the map? I'll try with hummers...

 

 

the middle of krimsk but scenes on low ...LOL now imagine many units burning too ..haha..


Edited by A.S

[sIGPIC][/sIGPIC]

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wow... AS... this is very weird... I tried with Hummers also... 5 columns of 99 and damn... I was getting 9FPS and it shows over 33000 objects in counter! :huh:

 

man I feel there's something wrong with 3d model of the hummer and maybe some other units as well... as placing again 5 columns of 99 of BTR-70 and it's down to just over 1000 objects????? :noexpression:

 

Edit... edit your graphics.cfg and use 20000 50000 for surface and 3000 30000 for objects... also dynamic you can set to 200 10000 (but honestly I don't really know what dynamic is for... just that I can't tell any difference with it on 20km or 5km)

 

Now, gotta figure out what hummers show such high object count... and what other units do the same...


Edited by Kuky

No longer active in DCS...

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