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[REQ]Improving framerates in the Control Room?
Am I right in thinking that when you come down the ladder into the Control-room, the virtual 3D world is now only showing you the inside of the conning tower, the Control-room, and the compartments immedietly forward and aft? Or, is the whole Sub interior now being displayed? Am I also right in thinking, that when you're in the Control-room, the exterior world is now only held in memory, thus freeing up your 3D card?
If this is in fact the case, then the aft compartments are not visible until you make your way around the Attack Periscope Shaft in the Control-room, do they need to be generated until you make your way around that shaft? When you do, this of course obscures the forward compartments and in turn they can be switched off. In summation: Is stuff in SH5 being displayed that doesn't need to be and bogging down the system when you're in the Control-room, or in the Sub Penns for example? |
I think the engine is rendering things that aren't on screen.
But I don't know how they could fix it. |
AFAIK, the interior is part of the uboat's 3d model, so yes, it would be rendered even if you don't see it... I think. :oops:
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"F**king Voodoo magic!" - Predator 2
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In SH5, because of the smoother transition between the exterior and interior, I think the Devs have attached the inside of the Conning Tower to the exterior model of the sub.....:hmmm: Um, clearly I don't understand how this stuff works, can anybody help explain? |
That's exactly what's happening but how could it be fixed?
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If you close the hatches on either side of the control room the framerate increases
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Why doesn't the game just automatically close them behind us then?
Is there a reason for them to stay open? |
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Now they're continuous. |
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the transition is made through portals applied to bottlenecks. the portals are a special sort of magic "windows" telling the engine to render only the part of the room you are seeing through them.
but that doesn't explain the VERY LOW fps from the control room. I think is something related with poly count, no LODs and shaders. |
Will be fixed. soon.
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