![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#7 | |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
|
![]() Quote:
![]() Obviously you are referring to both loading sections, first after clicking the SH3 shortcut and then loading a campaign or save file. The first load bar: Not much can be done to speed this loading. Really the only thing that will affect it is PC Specs. At this point the game loads it's code into your PC's memory, that's about it. IIRC, at this stage SH3 uses around 400mb of system memory. Regardless of menu layout, movie format/size or texture size the only way to increase performance here is to have enough system RAM and a killer processor. This is limited by the architecture of SH3's coding. Second loading bar (campaign/save file): Believe it or not, GWX has optimized this as best as it can while keeping historical accuracy and content. Lets, go back in time to when Stock SH3 was first released..... SH3 had a minimal campaign structure, small amount of content and actually handled game objects in a very different way. This handling of objects is the contentious point in your request. I'll try to explain. In stock SH3, you had the object DAT file which basically contained the model (and other bits) and then the textures for that object were contained in and called from the Low/High Res textures folder. Now here's the killer, these textures were called & loaded each time you encountered (or within rendering range) each object while playing the game, this caused HUGE freezes & slowdowns when you least wanted them. GWX remastered this routine. By placing every objects texture inside it's DAT file, it meant that the game pre-loads this information before you even see the inside of your boat, thus improving ingame performance. Texture files were also reduced in resolution to help this. So you see, there was a tradeoff, smooth gameplay/accurate historical representation/additional content etc vs. Stock SH3. ![]() A quick comparison: Stock 1.4b: Air Units = 13 Sea Units = 49 U-Boats+Subs = 8 SCR Campaign = 19249 lines RND Campaign = 402082 lines LND Campaign = 11968 lines Total = 433299 GWX 2.0: (not 2.1) Air Units = 40 Sea Units = 182 U-Boats+Subs = 24 SCR Campaign = 486859 lines RND Campaign = 629050 lines LND Campaign = 53925 lines Total = 1169834 ![]() Thats a 169.98% increase in campaign scripting alone. Don't forget, when you click START, all the items above are loaded each & every time into your PC's memory. All of that said, I have no doubt that if the original game routines were still in place, GWX would not work. To bring that level of content the core of the game had to be changed. On to your original questions (mine in red):
![]()
__________________
![]() |
|
![]() |
![]() |
Thread Tools | |
Display Modes | |
|
|