Jump to content

Recommended Posts

Posted

Been trying to do something with the total trash of FPS in this sim at times. I realize all the effort from all here on this. All these hours researching on this and i've done equally many hours on it. And i have found a conclusion for myself and by this post i would like anyone to prove me wrong on this.

 

Ok her goes:

 

1. Take the CBU-97 as an example. The sim is very complex in its calculations. What it does is that it calculates many physcal properties of EVERY SINGLE FRAGMENT on this bomb. How EVERY FRAGMENT is affected when it falls from the Sky. This is a fact if you look through the files in details. What happens is that when the bomb is dropped, it first splits the shell in a few parts (which is then still calculated), then it spreads the bombfragments (lots more calculations going on). These fragments are VERY small in size graphically in the sim as you may have noticed when they fall. So here is what happens on my rig. If i have the cameraview horizontally along the ground below where they are gonna hit i have maybe 45 FPS steady in a certain situation. Then when these fragments come into view one by one barely visible cause of their small size my FPS drops steadily to 34!! this is even long before the impact, and no other objects on map!!

 

MY question is how in the world can the devs design it like this when there's no change in He** that our PC's can handle it. I've tried my comp at 2.66 GHz and at 4 GHz and exactly same FPS?? Forget about bottlenecks for a moment. It's great that its designed like this realisticly, but guys you can gain a few FPS when your doing your sunday flight alone on the map without any other things happening, but this is a combatsim and....i can't believe this crap. I've run the sim WITHOUT MOST textures loaded (mostly wireframe) and still FPS drops under 20 when the CBU-97 explodes. But this isn't about the CBU-97 only its about OBJECTS. The sim is adversely affected by the NUMBER of objects existing at the same time on the map and onscreen. That is expected in a way, but how can they handle the problem like this? This is totally if the objects are SMALL or BIG!!

 

So what i wonder will the EDGE engine fix this once for all? I've used too much money on this sim over the years to find out that adjusting LODS, SHADERS, SMOKE etc. isn't the problem. Do any of you ED testers even get to know anything about this and if its gonna be fixed soon. For me it seems like a total redesign if the sim is needed. And by the looks of whats inside all the lua files it's not done in a day :-) I've not done a campain in the sim yet, but is there even a point to try with this system? Anyway i love this sim in a way and there isn't much else to go for. You know if the ARMA guys make their flyables simish, i'm really not really even gonna play DCS at all anymore. I feel almost cheated by ED as i thought they was gonna fix these radical problems with the sim. Anyway that was todays frustration burst for me :-)

System spec:

Intel Core i7 920@4.2Ghz (stable, 65degC fully loaded), EVGA GTX-780, Asus P6T Deluxe V2 v.5.04 BIOS, Saitek X52, 1TB/500GB WD HD for system/storage. Kingston SSD 120 GB for DCS, 250GB Samsung 840 SSD for the rest. 16GB Kingston KHX1600C9D3 Memory, 9 GB Pagefile, EK HFX-240 Watercooling, Corsair HX-1000 PSU. HAF-932 Tower, TrackIR-5, Win64Ult

[sIGPIC][/sIGPIC]

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...