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Hard fps drop in game

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Created21.10.2015 15:58

N0tr3ady (n0tr3adY) 21.10.2015 16:03
We're working on a DDR / eastern europe map.
While testing the map we had noticed same strange issue.

At specified point on the map, the fps drops from standard 60 to 30-40 (with high-end comps).
Changing the view angle about 5-10°degrees to left/right/up/down, the fps stabilizes again at 60.

The engine's render stats:
with fps drop : rendered objects nearly 9900.
without fps drop : rendered objects ~5200.

How can we find the bugged object, or correct this problem?

Best regards in name of FSH Modding

Phil Good (Unknown) 21.10.2015 17:39
Bugged object? I may have misunderstood, but isn't it simply the amount of objects being rendered that is causing the frame rate to drop?

'Cause I mean if you have a frame rate of 60 while rendering about 5000 objects, and then have a frame rate of 30 while rendering about 10.000 objects, then it's simply a matter of double the objects, half the frame rate.

The game engine can only render so much before the frame rate starts to drop, despite using high-end computers.

As I said, I may have misunderstood, and you might be talking about something mega-high-tech that simply went over my head, but that's at least what my first thought is, but hopefully someone else might shed some light on this.

Good luck with your map though, look forward to testing it out some day!

- Steuermann

N0tr3ady (n0tr3adY) 21.10.2015 18:47
Yes, i understand what u said, but not is the problem. Had u checked the link with the pic?

Only from one point of view, the objects number are doubled. If we change the angle of view with 5° max. 10° degrees, it returns to constant 60 fps. Or at zoom out / zoom in : same result. When fully zooming out, still 60 fps.

It seems to be some objects are visible through the house. Or something else.

N0tr3ady (n0tr3adY) 22.10.2015 11:00
Problem solved, there was an object with more than 7000 triangles.

D. Ecker (Decker_MMIV) 27.10.2015 09:42
Happy that you found the offending object(s), with the badly designed usage of a huge number of triangles/polygons.

And even more happy that you took the time to write back here, explaining what the problem was - hopefully that will help others too, to always consider balancing their designs/models with regards to performance in a computer-game.

Emil Drefers (Unknown) 05.11.2015 16:38

just one side note because I did not know that too in my time as a moder.

What is really very important is to give every object only one material!
If an object has more than one material assigned to it it will be rendered multiple times.
(e.g. three materials result in the triple amount of polygons to be rendered)


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