Monday, April 23, 2012

[FA] FPS Weirdness

Hi,
ive noticed something weird regarding the games fps..
Try this..
start a skirmish with no mods..
press the numpad slash (/) to show the games FPS
now when the commander warps in.. my fps are at 40fps check yours.. (top left of screen)
i have disabled intel/militery range rings on selected units.. and only show them on mouseover.. set this.. important..
when these are set... zoom all the way into the commander.. note your FPS
now carefully use the mouse wheel to zoom out 7 clicks..
note your fps..
now hover your mouse over the commander..
when the range rings appear when the mouse hovers over the commander my FPS DOUBLE and shoot upto 80
ive tried this with split screen also.. the default double split..
the exact same thing happens.. with 2 splits..
now thats weird.. if anything the fps should go down.. NOT up..
anyone now why this is?|||That sounds pretty weird. I don't have an explanation- the range rings are notoriously inefficient.|||Hi,
It could be a fps disply bug, because i have since tested this with fraps..
when the com warps in my fps in fraps says 100fps, when i zoom move around ect..
it goes down to 90 or so for a second then back to 100..
when i do what i posted in the op, fraps says my fps is 85fps when the mouse is hovered over the com showing range rings..
this is prolly a better indication of what is going on.. using fraps..
its a pity we dont have someone to recode the shaders for the range rings..
so that they are NOT so graphicly intensive.. using only a single pass..
why they didnt do those better is beyond beleif.. :/|||We there is that issue and...
Problems with the intel.
Problems with the AI.
Problems with the UI.
Problems with the SIM.

In many respects, it seams as if the folks at GPG aimed very high but were cut off or instructed to wrap things up to box up a finished product. Despite this FA ended u[ being a far better game then SC or SC2.
Resin|||Except that SC2's engine doesn't actually have any of the problem's that FA's does, other than sim speed slowdown with ultra-colossal numbers of objects being simulated.
Cloaking, target tracking, pathfinding, AI, range ring rendering, and UI hitches are all fixed or much better in SC2, and it has a reasonably higher threshold for sim complexity, AND runs better on older systems. I too would like a mod manager, but to say that the game isn't massively improved on a really basic level is misguided at best.

Domino, I would guess that the in-game frame counter is showing something weird like UI update rate, and not actual render framerate. Why showing a range ring would affect that, I do not know, but it would explain the huge gap between in-game and FRAPS.|||Beta 3603 patch also shows some changes related to FPS being shown..If you have a chance, you can check that out too..My rig is not good enuff to help you test :(|||Hi,
Thx for the comments guys :) it is prolly a ui bug, so ill take it as busted :/

this is off topic.. but..
i reckon i could get the mod man working in sc2 i mean the modman ui showing like in fa, to what end i do not know.. as far as i know hooking dont work.. so loading a mod would be a futile attemp no?
i reckon i could get the mod man working and showing in game within a week.
but if the mods arent actually loaded.. or are not possible to be loaded there is no point wasting my time doing it is there?|||Have you actually looked in depth at the SC2 UI? Most of it isn't exactly accessible.
Hooking shouldn't be a problem, I found a workaround for that that just needs some multiplayer issues ironed out. But passing a list of mods to the sim is a problem, since it's the engine or compiled UI/lobby code doing that. Even if you can get a makeshift UI going in the lobby state, how would you pass the list of mods to the sim and/or UI?
Even if you edit simInit.lua and stuff mod tables into __active_mods, that doesn't make the engine do anything with those mods. It would let e.g. my hooking script iterate __active_mods and look for hooks, but getting that information into the sim except via an external mod manager is basically impossible. And I can already use some kind of makeshift mod_info.lua system to set up fake mod folders anyway.|||Hi,
i briefly looked,
thats what i meant.. getting the modman to show could be done.. but then what happens after that is exactly what im talking about..
Domino

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