Quote:
Originally Posted by VAseMkIII
Whoaaaa 90 what FPS you getting with that Zee
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Great question, but first let me tell you what I'm running :
CPU = 1 x E6750 Duel Core 2 @ 2.66 GHz
MB = MSI P6N SLT Platinum
Ramm = 4 Gigs 800mhz DDR2
HD = 130 Gig IDE
OS = MS Windows 2000 Pro SP 4
GC = MX 8600 GT Twin Turbo 256 Mb ddr3
And the frame rate when the T34s in route from staging area to engagement 13-15 fps. When all guns are blazing they take a hit to 1-2 fps. With no loss of data.
An area where I can help guys with slower computers is in the file : T34vsTiger\Scripts\Common\BasePhysicsController.sc ript
Here is my class paste-
class CBasePhysicsController
{
//
// Base properties
//
static boolean FixedTimeStepMethod = true; // If thsis flag is true then time step is divide by frequency on steps
// with fixed time delta.
static float HighEndPhysicsFrequency = 0.03f; // Frequency of physics for update, by default
static float MidEndPhysicsFrequency = 0.06f; // Frequency of physics for update, when FPS is slow
static float LowEndPhysicsFrequency = 0.12f; // Frequency of physics for update, when FPS is slowest
static int Iterations = 2; // Maximum ranges for split update time, if FPS is slow
//
// Physics properties
//
//
// Contact-constraint properties
//
Array ContactConstraintProperties = [
1.0, // The minimum incoming velocity necessary for bounce (in m/s).
// Incoming velocities below this will effectively have a
// restitution parameter of 0
0.2, // The error reduction parameter value, that controls how
// much error correction is performed in each time step.
// Typical values are in the range 0.1-0.8. The default is 0.2.
0.00001 // The constraint force mixing value. Typical values are in
// the range 1e-9 - 1. The default is 1e-3.
];
}
Zee