why do 500 fighters lag to 2 fps?
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why do 500 fighters lag to 2 fps?
If i move 500 flashes i have 30 fps. When i try to move 500 corvamp (BA 6.1 or 6) i get 2 fps - horrible. Why? I mean in BA 6.1 air even have no colide enabled so what is spring engine doing here? With nocolide there should not even be any pathfinding needed.
Do others have this problem too? I saw this is main reason that big games lagg. Once i gatherd 100 planes on ground and once took them in air - game allmost died as players laged hard.
Could this part of engine be a bit improved?
Do others have this problem too? I saw this is main reason that big games lagg. Once i gatherd 100 planes on ground and once took them in air - game allmost died as players laged hard.
Could this part of engine be a bit improved?
Re: why do 500 fighters lag to 2 fps?
Does BA have CEGs/LUPS for aircraft?
Re: why do 500 fighters lag to 2 fps?
That'd be the reason then ^_^
Re: why do 500 fighters lag to 2 fps?
interesting that xta's 500 freedom figters dont lag - 30 fps. But BA's lag down to 2 fps even with lua disabled? So perhaps change models so they wontlag so hard perhaps?
So i confirm its mods/models fault. Both arm FF and core vamp get same lag, didnt tested others.
So i confirm its mods/models fault. Both arm FF and core vamp get same lag, didnt tested others.
Re: why do 500 fighters lag to 2 fps?
It's what Peet said probably, the model size really isn't mattering much. A few thousands extra particles is. (Observe that 2 particles per plane already makes for 1000 extra particles when testing with 500 planes.)
Re: why do 500 fighters lag to 2 fps?
but he said "with lua disabled"
Re: why do 500 fighters lag to 2 fps?
Yeah disabling lua in big games allways gives me 30% more fps.. i only do it late game though.Satirik wrote:but he said "with lua disabled"
So whats the big diference in BA's FredomFigter from XTAs that cause this massive lag? I mean nvidia 7600GT should handle some triangles easily - i guess there is sth else here. I have settings on low.
Test u yourself to see the diference. I wonder if all see this.
.cheat
.give 500 armfig
Re: why do 500 fighters lag to 2 fps?
Disabling LuaUI doesn't disable LuaRules/Gadgets etc AFAIK.
Re: why do 500 fighters lag to 2 fps?
lol
Tobi it is a problem with the engine
It seems nowadays quite popular to moan about LUPS's performance.
But trust me LUPS is very fast on most PCs. Only ATi's and <=Geforce5 have problems with it.
So you don't want to have (non-disable) CEGs for things like that trust me.
To test it yourself pause the game while those fighters are in the air, your fps will jump back to 30 ...
PS: BA doesn't use any synced LUPS. It is atm CA-only and replaces there only the slow nano-particle handling (20-40% faster than engine ones)
Tobi it is a problem with the engine
It seems nowadays quite popular to moan about LUPS's performance.
But trust me LUPS is very fast on most PCs. Only ATi's and <=Geforce5 have problems with it.
So you don't want to have (non-disable) CEGs for things like that trust me.
To test it yourself pause the game while those fighters are in the air, your fps will jump back to 30 ...
PS: BA doesn't use any synced LUPS. It is atm CA-only and replaces there only the slow nano-particle handling (20-40% faster than engine ones)
Re: why do 500 fighters lag to 2 fps?
What is the problem with the engine if XTA works fine? 
Seems to me mod just uses too many particles, whichever system they use.
(Though yes, I think there is a bug in that CEGs don't (always) respect maxparticles, but mods can easily work around that by not using too many particles
)
Not that engine can't be made faster but TBH it's unrealistic to expect someone to make engine faster just because some mod uses too many particles
Seems to me mod just uses too many particles, whichever system they use.
(Though yes, I think there is a bug in that CEGs don't (always) respect maxparticles, but mods can easily work around that by not using too many particles
Not that engine can't be made faster but TBH it's unrealistic to expect someone to make engine faster just because some mod uses too many particles
Re: why do 500 fighters lag to 2 fps?
it is not a problem with the particles ...
corvamp's only use LUPS, which isn't the problem (else the fps wouldn't jump back while pausing).
It has to be a problem with the unit handling (didn't compared the unit fbis of BA and XTA yet).
corvamp's only use LUPS, which isn't the problem (else the fps wouldn't jump back while pausing).
It has to be a problem with the unit handling (didn't compared the unit fbis of BA and XTA yet).
Re: why do 500 fighters lag to 2 fps?
I just tested it with 500 corhurc - nice 35 fps, while bombing 25. So only figters seem to be problematic so far and they are the unit we spam late game -- > lag.
Noize, plz check this.
I also tried 500 armfig from CA, 8-15 fps.. so much worse than xta but better than ba.
Noize, plz check this.
I also tried 500 armfig from CA, 8-15 fps.. so much worse than xta but better than ba.
Re: why do 500 fighters lag to 2 fps?
I get the same results as gine
Re: why do 500 fighters lag to 2 fps?
On the bright side... This is about the only good news i have heard for xta in years in this forum.
Re: why do 500 fighters lag to 2 fps?
It's the O(n^2) line-of-sight updates that really bog things down
for certain types of aircraft. Vampires have a much greater LOS
range than Hurricanes in BA (they're about equally short-sighted
in XTA) and move faster. That in turn means every update is both
more frequent and more expensive, and if you have 500 of them
the rest of the simulation simply gets starved of CPU time. Add to
that the also-quadratic-time collision detection if it's not disabled,
and you know why ordering massive swarms of planes around is a
slight bottleneck.
for certain types of aircraft. Vampires have a much greater LOS
range than Hurricanes in BA (they're about equally short-sighted
in XTA) and move faster. That in turn means every update is both
more frequent and more expensive, and if you have 500 of them
the rest of the simulation simply gets starved of CPU time. Add to
that the also-quadratic-time collision detection if it's not disabled,
and you know why ordering massive swarms of planes around is a
slight bottleneck.
Re: why do 500 fighters lag to 2 fps?
kloot, good info. You are correct, its the sight distance that causes this. I just tried with 2 XTA T2 scouts that have sight over 700, the same lag.
Looks like that sight distance with 500 or less works, but higher drecreases FPS hard.
Noize, i would suggest that u change los to all figters to 500 or sth . Scouts are not a problem as we dont spam them to insane numbers.
Or if engine's LOS calc for air units could be somehow improved.
Tx all for input.
Looks like that sight distance with 500 or less works, but higher drecreases FPS hard.
Noize, i would suggest that u change los to all figters to 500 or sth . Scouts are not a problem as we dont spam them to insane numbers.
Or if engine's LOS calc for air units could be somehow improved.
Tx all for input.
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[Krogoth86]
- Posts: 1176
- Joined: 23 Aug 2007, 19:46
Re: why do 500 fighters lag to 2 fps?
Thx Kloot!
Another rather important detail for good fps...
Another rather important detail for good fps...
Re: why do 500 fighters lag to 2 fps?
Wouldn't 500 sight on the fighters risk not seeing the target it's trying to attack?ginekolog wrote:kloot, good info. You are correct, its the sight distance that causes this. I just tried with 2 XTA T2 scouts that have sight over 700, the same lag.
Looks like that sight distance with 500 or less works, but higher drecreases FPS hard.
Noize, i would suggest that u change los to all figters to 500 or sth . Scouts are not a problem as we dont spam them to insane numbers.
Or if engine's LOS calc for air units could be somehow improved.
Tx all for input.
Re: why do 500 fighters lag to 2 fps?
Then mix a few scout planes in, seriously I'd rather spend a little metal on scouts than have my teammates lag out.KDR_11k wrote:Wouldn't 500 sight on the fighters risk not seeing the target it's trying to attack?
