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Water qualitiy cost much performance, even if there is no water around


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Posted

Hi.

Just need to rant some, since I do not understand this. Probably its just my lack of understanding how PC-games work.....

Between water quality on low (which I usually have to get max fps) and quality on high, there is a huge perf difference. Its maybe like 15 or 20%, going (in a caucasus mission I tested this) from ~9ms GPUframtime to something like 11 or 12ms. Well thats ok, since you get something for the extra-Perf.

But the thing is, this fps-drop is also over land, where there is no water around.

I do understand, that water is rendered below the ground textures. But to me this seems like a big waste of GPU-power. Isnt there a way to tell DCS, to not render water, if there is no water visible? I really could use that extra GPU-performance....

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Posted
3 hours ago, Wali763 said:

water is rendered below the ground textures.

I said this years ago and someone gave me an answer but can't remember because it was not reasonable.

I agree with you. Even if you have no business with water, it's always down there. Waste of sources I guess... 

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Posted

Always wondered this myself. Why on earth wouldn’t the water only be rendered where its seen? 🤷‍♂️

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Posted

This is done because it's programistically much easier to implement. Performance is not a problem since your fps skyrocket when far enough from any land. But the real problem is they can't do any depressions, ex. real PITA in Syria and Sinai. They should've update the TDK before these maps.

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Posted

Recently when my missions loads up, it is usually all water before the textures of land and other objects in the environment loads. Observations here confirms my experience.

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Posted

Hi 

regarding water, it is more efficient to have a single underlay rather than creating defined water areas with boundaries.

thank you

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Posted
Hi 
regarding water, it is more efficient to have a single underlay rather than creating defined water areas with boundaries.
thank you
Quite understandable. Thanks for clearing that up.

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