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ParaBellum

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Posts posted by ParaBellum

  1. Gee, do you mean if you purposefully try to break the game you get slowdowns? Wow. A revelation.

    That's not the point and I'm really a bit surprised by your post, considering you're a beta tester. Same with Sergei's posts.

    Trees are not the problem, moving trees due to wind obviously are. And you don't need a map full of trees, this is just to show the problem. The massive FPS drop occurs in normal scenarios, such as the "Closing the Gap" scenario from the demo.

  2. Since I was terribly bored I then set up a comparison from exactly the same position in game (start location in the 3d world plus 9 mousewheel clicks 'up'):

    No wind:

    CMtrees06.jpg

    Wind:

    CMtrees07.jpg

    Result: wind makes the game basically unplayable from a "ground view" in wooded terrain on my system.

    BFC, fix or do sumfink!

    ;)

    BTW I totally love the game, awesome job guys.

  3. As discussed in the "performance" thread the moving trees in windy weather conditions cause a massive performance drop on my system (core i5-2500k @4 GHz, NVidia GTX 470 (1280MB VRAM), 8 Gig Corsair RAM in dual-channel mode, Win7 64 bit. Latest official Nvidia drivers. FSAA and AF set to application control. No unnecessary programs are running in the background.).

    I'm running the game @1920x1080 res at max details.

    I noticed this when I compared FPS of similar scenes in the "Busting the Bocage" scenario (no wind):

    CMtrees01.jpg

    with the "Closing the Gap" scenario (wind):

    CMtrees02.jpg

    I then created a test map and checked FPS without wind:

    CMtrees04.jpg

    and again with wind:

    CMtrees05.jpg

  4. Well, you're wrong. :P Again, LODs are what matter, not wind. Your screenshots don't show what you are trying to prove because you can't control the amount of best LOD trees in view.

    It's not just a single screenshot. Make a test map yourself and compare FPS. Wind will massively reduce FPS when trees are present, especially from closer view distances.

    If I move the viewpoint through the forest and get constant ~ 40 FPS with no wind, then enable wind and move the viewpoint through the forest again and now get constant ~10 FPS it's not just a LOD problem.

  5. trees dont have much of an impact since you will get similar FPS in CMSF where there are no trees.

    This is simply wrong. Same scenario ("Closing the Gap"), same viewpoint, trees off:

    http://i286.photobucket.com/albums/ll92/Para_Bellum/CMtrees03.jpg

    Moving trees cause a massive performance loss, at least on my system.

    I don't think this is true (and in fact I know that it isn't). You cannot just take two scenarios and compare them;

    Sorry, I disagree.

    To prove my point I created a little test scenario in the editor.

    No wind:

    http://i286.photobucket.com/albums/ll92/Para_Bellum/CMtrees04.jpg

    Wind:

    http://i286.photobucket.com/albums/ll92/Para_Bellum/CMtrees05.jpg

    I'm using the latest official NVIDIA drivers.

  6. I too get low FPS in this scenario when going to ground level and scroll through the woods.

    I would bet that this is because the wind movement of the (many) trees !!

    Looks like a issue to me, maybe there is room for improvements about the wind movement model of trees because the other two scenarios without that much wind run perfect on highest settings with AA and V-Sync but with shadows turned off on my system.

    @ Battlefront:

    Please take a look at the wind movement of trees and the performance issue that comes with it !

    Wiggum's right, the performance hit is indeed caused by the moving trees.

    Check the FPS in the upper left corner.

    Lots of trees and units, no wind:

    http://i286.photobucket.com/albums/ll92/Para_Bellum/CMtrees01.jpg

    Lots of trees and units, wind:

    http://i286.photobucket.com/albums/ll92/Para_Bellum/CMtrees02.jpg

    Massive difference.

  7. Sucks cause my old computer actually had a faster (single) CPU... and it seems most duo and quad cores all have around 2-2.5GHz so getting a new one won't really help me.

    GHz rating isn't everything. Modern CPUs can process much more work per cycle, outperforming older CPUs with higher GHz rating by a large margin.

    Best gaming CPU currently is IMO the core-i5 2500k sandybridge. Mine runs easily OC'ed to 4 GHz. And still CM:N has performance issues.

  8. Is it a problem with my hardware or is the rendering of the shadows in desperate need of optimization?

    On my system (core i5 2500k@4 Ghz, 8 Gig RAM, GTX 470, Win 7 64 bit) turning shadows on basically reduces FPS by almost 50%.

    I'd really prefer some "simple shadows" option because having to turn them off completely reduces visual quality quite a lot IMHO.

  9. parabellum you must be a genius! How the H*LL did you manage that? More detail please....

    Hmmm... nothing special really.

    You will most certainly lose a tank to an AT gun. But with the infantry scouting ahead you should be able to locate the gun quickly and disable it with mortar fire. Taking the farm should be rather easy (did it with two squads) and the enemy in the center near the VL can be easily destroyed from a distance with your Shermans. Then just move the bulk of your infantry through the fields on the right side of the road, supported by the reiforcement Shermans. Spot enemy infantry, suppress, assault. Rinse and repeat.

    Since the quality of the German troops in the scenario is pretty low they will get suppressed/routed very fast.

  10. I haven't played a CM game in years (never got warm with CMSF) and didn't have any problems with the training scenario. The old CM tactics still work well IMO: establish firebases, scout ahead with infantry, keep tanks together supporting each other and mortar enemy AT guns as soon as spotted.

    I lost one tank and about 20 men, got a total victory.

    I really like what I'm seeing so far.

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