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Author
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Topic: Idea for Saving FPS?????
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Sturm Spieler Pilot
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posted 11-01- 03:37 PM
I wonder if someone should design a gutted B-17, that's strictly for building missions and no one would fly it except AI. In a mission for example you could have 1 or 2 "real" b-17s but have two or three more gutted ones. When I mean gutted, you know, on the outside it looks pretty much the same but on the inside hardly any graphics or objects, dials, levers, working guns, etc. etc.Then you could certainly raise the number of b-17s in a mission. Without too much loss of fps. Am I just talking nuts here, or what? I'm just a peasant when it comes to designing stuff.
peace S.S. IP: Logged |
JT Pilot
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posted 11-01- 04:31 PM
In the case of the bombers, it's not a graphics issue. It's the fact that it has a lot of guns and other things going. This tends to weigh down your processor. You can test this out by replacing the B-17.sm with a simple cube or something... you will see that the frame rate doesn't improve all that much.[This message has been edited by JT (edited 11-01-2000).] IP: Logged |
wakeup tailgunner Pilot
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posted 11-01- 05:29 PM
I have applied the reverse of the very same argument!loadsa polys! Much balancing of the lower detail LOD and switchins should make it o.k. as long as you don't intend to fly inside a box formation of a dozen or so B17's!!! The way I am buildign the new 17 should make it easy to test this theory though. The interior will be a seperate set of models referenced inthe main one, as per some fighter cockpits, which should make it easy to chop it out and see what diference it makes. IP: Logged |
Sturm Spieler Pilot
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posted 11-02- 11:00 AM
Thanks for getting back to me Tailgunner....sounds interesting, let me know what you find out. Otherwise, man you really have outdone yourself on this....it's really beautiful, really nice thanks for all your hard work.IP: Logged |
Nat Pilot
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posted 11-02- 03:46 PM
from my experience, and also that of mposis, the major problem that causes bad frame rates is the texture, we've both created relatively low poly ships, but when sdoe puts the texture to it, lets face it, a small texture to a massive object although low in polys, the FR gets a major hit. The Ark Royal for instance, it isn't really high in polys, but it really hurts FR and the only thing we can see is that the engine suffers when stretching textures so much, and on those grounds I think you'll find that the size of the B17 rather than poly count (which isn't all that high really) is whats doing the damage, if nothing else, it's a large contributary factor to bad FR imho.~Nat~ IP: Logged |
wakeup tailgunner Pilot
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posted 11-02- 04:55 PM
my early tests with the new engines seems to bear that out. High poly engines close up, with low poly models as you zoom back, and the framerates hardly budges at all.I want to try the fuse next, coz I've opted for a single texture for the interior parts, and I want to see if this helps. Biggest variance I saw was 20% over stock plane. The background seemed to cause more of an impact. A good reason to get Midway up and running. The sea terrain really boosts framerates. IP: Logged |
Hawker Pilot
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posted 11-03- 01:27 AM
So what ur really saying is if we scale everything down 50 percent we can fly twice as far with twice as many planes with the same framerate...Oh well I tried lol  IP: Logged | |