posted 01-19- 04:27 AM
ho ho.... I think I have a little bit of data that just might help!I have been doing some quiet experiments with a frame-rate friendly B17, and what helps is what DIDN'T work!
Switchins...only really relevant in close up
Polys...only up to a point. You can get away with a surprising amount of poly's without significant hits, but there does seem to be a 'critical mass' point. When I did a 'detailed' B17 fuse, it didn't have much impact. Detailed engine nacelles..likewise. Put them together...uh oh!
Also, with the physical engine models I am playing with at the moment, they are only visible close up, so when in formation with other planes, they shouldn't be a factor.
Well....DOF's...removed all the instruments from a B17. Figured that the sim must keep track of all the dof's whether the poly's were visible or not. No impact
Removed the cockpit interior, tail interior, removed lower level lods from the MG's, cut out seats, Norden bombsight..impact....un measurable!
Test mission involved 12 B17's and fr's were within a few each time.
Next test is with a 'cleaned' up fuselage. I have removed all the interior bits which are joined to the main fuse. This won't affect FR's outside of the 1st level lod area, but it will allow me to remove LOTS of textures.
I think on the B17, this is a major FR drain. More so than the model. There are 72 textures in a B17. 72!
The only textures you erally get to see are the fuse, engine and engine front. Oh, and the wheels and gunbarrels.
There is also a large 'cloudglass' LOD which can go.
If that doesn't help, then we are stuck. It means the only way we can get lower FR's is with rough models with crude physics....