FishBike Posted June 8, 2013 Posted June 8, 2013 I'm trying to build a mission where a large number of tanks (e.g. a couple of hundred) will fight each other. The idea is that the enemy will win the battle unless player-controlled aircraft effectively take out lots of enemy tanks. It's sort of an experiment to see if the game can handle a large number of AI ground units. Performance is actually really good for the initial part of the mission. But once the fighting between tanks starts, frame rates become really bad (e.g. approaching 1 fps), but only when looking at the AI tanks. Look away from them and performance remains very good. My question is, how can I determine which effect is causing the severe frame rate loss? Is it the smoke, the fire, the explosions, the tanks shells and missiles? I am happy to make modifications to various .lua files to scale back or get rid of visual effects to make this playable, but is there a summary somewhere of all the things I could disable and where?
Nealius Posted June 8, 2013 Posted June 8, 2013 Basing off of my very limited experience, dust. It may just be local to my machine, but the dust kicked up by explosions, especially CBU-97s and gun impacts, bring me down into the 20's and high teens. The explosions themselves don't seem to hurt much unless there's a lot of them at once. If tanks are moving around they're probably kicking up a lot of dust. Vehicles themselves cause their own problems, but I don't know why specifically. (I go from 50 to 35 as soon as tanks spawn.)
xracer Posted June 8, 2013 Posted June 8, 2013 (edited) Yesterday i put up like 25 tanks on a line across the horizen doin like 20 km/h so the dustclouds (light brown color) really kicked in. Absolutely no drop in the FPS at all. But as said above, any combo with more that 2-3 explosions close together with Graphics FX usually brings the system to its knees. The dust alone on my system does nothing to hurt the FPS. I tried to remove the WAV'S OGG's to see if sound prosessing had anything to do with it. Nope. The thing is that i suspect that its just that there are made spesial complete realtime calculating apps in the sim for the explosions which is to much for the systems as of today the way its handled in the sim. Not easy for us to mod. It needs hacking of certain executable/binary files i guess. Only thing to do is to limit the explosion impacts i guess. Another thing i did was remove COMPELTELY all textures from the terrain (objects and ground textures) and tested an explosion. Same story. FPS to the knees.... Edited June 8, 2013 by xracer 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]
Nealius Posted June 8, 2013 Posted June 8, 2013 I guess it is the explosions then. Normally when I drop an LGB or something and I watch the impact with the TGP my framerates don't even stutter. But when I go for a gun run (TGP off) and look at the GAU-8 impacts I average around 22fps. On the Georgian Hammer campaign, when I look north towards the front lines I average 12-17fps. With me and nothing else around it's a steady 50-55.
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