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37mm

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Everything posted by 37mm

  1. Demo scenario, I put the mods being used in a video's description.
  2. Yeah, it's in the Video description. HQS 2.4 is the base... although I've probably added sounds to that over the years. You can grab HQS 3.0, which has recently been released, over at CMMods.
  3. These are pretty similiar to the settings I have on an older system (i5 2400, 1050 Ti)... although I made sure "threaded optimization" was off (I'm still playing around with the "antialasing transparency" settings). My own game settings are now set to "excellent" & I have no fps issues with the foilage anymore.
  4. I agree with Peter that "wrong door" issue's are usually (indeed I think entirely) caused by my own, usually rushed, orders. It's one of the reasons I like tiny & small scenario's so much... if you've only got a handful of squads you'll pay a lot more attention to where you send them! As for the odd retreating direction, couldn't that be caused by the scenario designer assigning the wrong direction as the friendly one?
  5. CMSF2 does seem a bit tricky to optimize (compared with Red Thunder) however I've gotten it to run nicely, whilst still looking good, by making sure "thread optimization" is switched off on your Nvidia settings & just toning down the game settings one level down (from "Best" to "Excellent"). That can save over 10,000 "draw calls" on a heavy foilage scene*, I can't percieve any visual difference from "Best" (certainly none worth doubling my "draw calls" over) & it leads me to have frame processing speeds of 30-60ms. I have no idea how an fps of 20-35 could be causing you any issues as that's positively nippy for me. I suspect there is some other optimization issue going on (try adjusting your Nvidia Vsync settings... mine is on "half adaptive refresh rate" although your system might be different). *One other cool feature of reshade is it allows you to see such stats.
  6. Don't play "around" it... play with it.
  7. It's in the video description, HQS 2.4 is the base... although there's probably a few others I added over the years from CMSF1.
  8. Lol, you should have seen it 48 hours ago... I've got a few more tricks up my sleeve to improve it but turning off "threaded optimization" has helped greatly.
  9. One other thing I did find out, by going through my graphics card settings one by one, is that "threaded optimization" slows down CMSF2 (with foilage) terribly, so make sure you turn it off... although I can't imagine why such a setting would have such an effect.
  10. One of the things I noticed during my investigation is that the "frame rate stat" is less important for CM than you would think, I think Steve has mentioned something similiar in the past. However the time it takes your system to render one frame does seem to be pretty important. For me I found that if it's less than 100ms your gameplay will be smooth, if it's over 200ms then you will notice stuttery play & poor animations.
  11. If you check out my investigation thread you will see I have compared both "high detail" & "low detail" tree settings... also neither the CMRT or CMSF scenes I was comparing had any wind. CMSF2 foilage triples (sometimes quadruples) the "draw call" counts of a running game. This does not occur for other CM titles like Red Thunder.
  12. My investigation of the Demo tree issues indicates that graphics settings & resolution have relatively little effect on frame rates... the "tree trunks only" setting makes the game run smoothly under almost any circumstances. Currently I've also noticed that, unlike other CM titles, it is best to NOT to have a graphics card profile for CMSF2... just allow the base program to do its thing unhindered.
  13. Yeah these should work* with the full game NOT the Demo. *When it comes time to release the full game, just be careful not to overide anything... you wouldn't want to lose the new TF Thunder & replace it with the old v1 campaign from the collection!
  14. All Kieme's Hi-res Terrain & buildings work (though don't bother with his Doodads). All the special effects, menu screens & sounds also work.
  15. Yes, I mean turn the foilage off (the pics make that clear). I didn't think Battlefront had changed the foilage models for CMSF2 but apparently they may have done as HerrTom has mentioned they are now "opaque" when he uses his "Ambient Occlusion" effects.
  16. I've been struggling with the CMSF2 Demo as per these post's here & here. In general my system seem's to be really struggling with the tree's & foilage. Investigating further I found out that my fully modded, reshaded CMRT makes about 10,000 "draw calls" and renders one frame every 87ms... very often CMRT runs even faster & smoother than this. Strangely I noticed no difference if the Tree's & foilage were visible or invisible or tree trunks only! In comparison, in a similiar scene & on a similiar sized map, CMSF2 will make anywhere up to 28,000 "draw calls" & render one frame every 225ms. Changing resolution or game settings has a limited effect. However turning tree trunks on has a massive effect and gets the "draw calls" back down to less than 10,000 & processing time to 67ms or less with smooth gameplay. Changing resolution or game settings continue to show a limited effect. Does anybody have any idea what could be doing this? I very much doubt it's a Battlefront thing & presume that my graphics card is interacting with the demo in some manner (GTX 1050 Ti) but nothing I've tried seems to help... it also seem's likely to me that whatever "the thing" that is effecting these "draw calls" is may be behind other customers complaints about "irratic frame rates".
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