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rigamortis
Joined: Oct 11, 2009
Posts: 538
Status: Offline
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  Posted:
Jan 14, 2010 - 05:39 AM |
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It's 1 FPS like someone is holding up pictures in front of me when I fly there. I shot an AA and didn't get a report of destroying it for about 10 seconds.
Is it the concentration of AA or the flak bursts or something else? |
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Stiglr

Joined: Aug 03, 2003
Posts: 11433
Location: Portland, OR, USA
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  Posted:
Jan 14, 2010 - 11:53 AM |
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More info needed.
Which scenario? Online or offline? What kinds/Numbers of targets were present? |
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rigamortis
Joined: Oct 11, 2009
Posts: 538
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  Posted:
Jan 14, 2010 - 02:33 PM |
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Rabul '45: Rabul must fall. Online
There are a few AA I've not seen before on North shore. It was worse than last weekend when several of us played there and even then it was pretty slow FPS for me. |
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Stiglr

Joined: Aug 03, 2003
Posts: 11433
Location: Portland, OR, USA
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  Posted:
Jan 14, 2010 - 03:03 PM |
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IIRC, last weekend I was getting consistent 20fps over Rabaul and no seeming stutters. Just for comparison. |
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Po

Joined: Sep 14, 2007
Posts: 1457
Location: Wiltshire, United Kingdom
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  Posted:
Jan 14, 2010 - 03:45 PM |
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I always get stutters over Rabaul but I don't think anywere near 1 FPS it's more around 7 FPS I think. But I also get the FPS dragged down with any ship-borne ack ack but usually down to around 14 FPS. It's the ack acks effects that do this with me else everything is perfecto. |
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Stiglr

Joined: Aug 03, 2003
Posts: 11433
Location: Portland, OR, USA
Status: Offline
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  Posted:
Jan 14, 2010 - 03:59 PM |
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Seems as good a time as any to bring this suggestion up again...
It seems the FPS hit for ship AAA is caused by our attempts to model all the dozens of shipboard guns that fire.
I always wondered why AAA can't be designed to do BARRAGE fire.
You model the effects of say, two quadrants of barrage fire (one port, one starboard), create barrage area sprites (instead of single shell detonation sprites), and combine a ships AAA batteries into barrages. Far fewer animations (albeit "bigger" sized and more complicated animations), and perhaps some relief for the FPS and computation cycles of trying to get too granular with ship AAA.
This is an AIRCRAFT focused game, after all... and ships DID approach AAA with barrages and zonal fire, did they not? |
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peril

Joined: Aug 03, 2003
Posts: 6197
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  Posted:
Jan 14, 2010 - 04:31 PM |
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Mmm, well given the number of guns I use now are well below reality in most ships, and the aircraft kills are about right, you won't save much fps. (gun numbers won't change)
But it could make the air a bit busier visually, but some side effects could be.
1. gun shells from high rof guns would look weard, 10 shell exploding at once is not a normal occurrence visually.
2. low alts may see explosion vis on, or below the ground.
All of my issues dissipated when I raised my minimum spec video card, perhaps that is the real fix? It's not that expensive now and resolves the problems. Perhaps you need to raise the lowest common denominator to approx 40GB/s transfer rate card eg. GF 7900 GS? I'm on 112GB/s and it's perfect
Can Macs swap to better video cards, no issue for PCs just not sure where Mac fits in here. |
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Stiglr

Joined: Aug 03, 2003
Posts: 11433
Location: Portland, OR, USA
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  Posted:
Jan 14, 2010 - 04:37 PM |
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1. You can animate a sprite to look any way you want. It doesn't necessarily have to coincide with any actual 10 guns exploding.
2 I have yet to see anything "appear" below the surface from a playing POV. You have to be in God's Mode to see into the "Alice in Wonderland Rabbit Hole"... and often times, you can't get there visually anyways. And some shells DO explode on the ground/water surface, don't they?
Your third answer might be the best yet: but it's hard to force people to upgrade their gear.... |
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Po

Joined: Sep 14, 2007
Posts: 1457
Location: Wiltshire, United Kingdom
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  Posted:
Jan 14, 2010 - 06:06 PM |
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