Thanks for watching out
[Request] Help us to Optimize PR! (LOD Switching & Cull Distances)
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SnipeHunt
- Posts: 801
- Joined: 2009-02-02 15:35
Re: Help us to Optimize PR! (LOD Switching & Cull Distances)
oops stupid typos.
Thanks for watching out
Thanks for watching out
Best line yet...
Me: "Hey APC, Can I get a ride to squad 6?"
Unknown: "This APC ain't no Taxi!"
Me: "Hey APC, Can I get a ride to squad 6?"
Unknown: "This APC ain't no Taxi!"
-
ZAP44
- Posts: 110
- Joined: 2007-01-15 20:09
Re: Help us to Optimize PR! (LOD Switching & Cull Distances)
ch_apc_wz551, ch_apc_wz551_bf2, ch_apc_wz551a
ObjectTemplate.cullRadiusScale 8
GeometryTemplate.setSubGeometryLodDistance 1 0 50
GeometryTemplate.setSubGeometryLodDistance 1 1 75
GeometryTemplate.setSubGeometryLodDistance 1 2 100
GeometryTemplate.setSubGeometryLodDistance 2 0 50
GeometryTemplate.setSubGeometryLodDistance 2 1 10
Rhino the below issue ended up on your completion post for the apc
Issues:Geom_2, LOD1 and 2, Rear rotor hanging in mid-air from missing after part of wreck.
Coding: [R-DEV]Rhino
Checked by: [R-DEV]Rhino
Tweaked by: [R-DEV]Rhino
Committed to REPO: [R-DEV]Rhino
ObjectTemplate.cullRadiusScale 8
GeometryTemplate.setSubGeometryLodDistance 1 0 50
GeometryTemplate.setSubGeometryLodDistance 1 1 75
GeometryTemplate.setSubGeometryLodDistance 1 2 100
GeometryTemplate.setSubGeometryLodDistance 2 0 50
GeometryTemplate.setSubGeometryLodDistance 2 1 10
Rhino the below issue ended up on your completion post for the apc
Issues:Geom_2, LOD1 and 2, Rear rotor hanging in mid-air from missing after part of wreck.
Coding: [R-DEV]Rhino
Checked by: [R-DEV]Rhino
Tweaked by: [R-DEV]Rhino
Committed to REPO: [R-DEV]Rhino
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ZAP44
- Posts: 110
- Joined: 2007-01-15 20:09
Re: Help us to Optimize PR! (LOD Switching & Cull Distances)
Code: Select all
[b][u]ch_ahe_z10, ch_ahe_z10_sp[/u][/b]
ObjectTemplate.cullRadiusScale 3.5
GeometryTemplate.setSubGeometryLodDistance 1-0-50
GeometryTemplate.setSubGeometryLodDistance 1-1-100
GeometryTemplate.setSubGeometryLodDistance 1-2-120
GeometryTemplate.setSubGeometryLodDistance 2-0-50
GeometryTemplate.setSubGeometryLodDistance 2-1-100
[b]Issues:[/b]
[list=1] Geom_1 LOD3 Final Tri count above the limit at 477 Tris.
[*]Geom_1 LOD0 Noticeable size increase of fuselage when switching...less so if value is increased to 60 or 70.
[/list]
[b]Coding:[/b] ZAP44
[b]Checked by:[/b]
[b]Tweaked by:[/b]
[b]Committed to REPO:[/b] Code: Select all
[b][u]ch_jet_fantan[/u][/b]
ObjectTemplate.cullRadiusScale 15
GeometryTemplate.setSubGeometryLodDistance 1-0-25
GeometryTemplate.setSubGeometryLodDistance 1-1-50
GeometryTemplate.setSubGeometryLodDistance 1-2-150
GeometryTemplate.setSubGeometryLodDistance 2-0-25
GeometryTemplate.setSubGeometryLodDistance 2-1-37
[b]Issues:[/b]
[list=1] Geom_1 LOD3 Final Tri count above the limit at 917 Tris.
[*]Geom_2 LOD2 Final Tri count above the limit at 1482 Tris.
[*]Geom_1 LOD0 Change in geometry of engines very noticeable when switching.
[/list]
[b]Coding:[/b] ZAP44
[b]Checked by:[/b]
[b]Tweaked by:[/b]
[b]Committed to REPO:[/b]
Last edited by ZAP44 on 2010-12-17 02:45, edited 1 time in total.
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ZAP44
- Posts: 110
- Joined: 2007-01-15 20:09
Re: Help us to Optimize PR! (LOD Switching & Cull Distances)
Code: Select all
[b][u]ch_jet_SU30, ch_jet_SU30_sp[/u][/b]
ObjectTemplate.cullRadiusScale 2
GeometryTemplate.setSubGeometryLodDistance 1-0-50
GeometryTemplate.setSubGeometryLodDistance 1-0-100
GeometryTemplate.setSubGeometryLodDistance 1-0-150
[b]Issues:[/b]
[list=1] Geom_2 Final Tri count above the limit at 902 Tris.
[/list]
[b]Coding:[/b] ZAP44
[b]Checked by:[/b]
[b]Tweaked by:[/b]
[b]Committed to REPO:[/b] Code: Select all
[b][u]ch_jet_j10, ch_jet_j10_sp[/u][/b]
ObjectTemplate.cullRadiusScale 5
GeometryTemplate.setSubGeometryLodDistance 1-0-25
GeometryTemplate.setSubGeometryLodDistance 1-0-50
GeometryTemplate.setSubGeometryLodDistance 1-0-120
[b]Issues:[/b]
[list=1] Geom_2 Final Tri count above the limit at 743 Tris.
[/list]
[b]Coding:[/b] ZAP44
[b]Checked by:[/b]
[b]Tweaked by:[/b]
[b]Committed to REPO:[/b] -
AquaticPenguin
- Posts: 846
- Joined: 2008-08-27 19:29
Re: Help us to Optimize PR! (LOD Switching & Cull Distances)
Seems a lot of final LODs are quite high poly, I imagine sorting those problems out would improve the performance quite dramatically.
I don't have time to do any of these right now, but I may come back to them when I'm not preoccupied.
I don't have time to do any of these right now, but I may come back to them when I'm not preoccupied.
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: Help us to Optimize PR! (LOD Switching & Cull Distances)
ye, problem is most of them are on vBF2 models which its not an easy process to fix there LODs.AquaticPenguin wrote:Seems a lot of final LODs are quite high poly, I imagine sorting those problems out would improve the performance quite dramatically.
I will check all the lod/cull distances later
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ZAP44
- Posts: 110
- Joined: 2007-01-15 20:09
Re: Help us to Optimize PR! (LOD Switching & Cull Distances)
Code: Select all
[b][u]ch_the_z8, ch_the_z8_sp, chthe_z8[/u][/b]
ObjectTemplate.cullRadiusScale 2
GeometryTemplate.setSubGeometryLodDistance 1-0-25
GeometryTemplate.setSubGeometryLodDistance 1-1-60
GeometryTemplate.setSubGeometryLodDistance 1-2-90
GeometryTemplate.setSubGeometryLodDistance 2-0-25
GeometryTemplate.setSubGeometryLodDistance 2-1-100
[b]Issues:[/b]
[list=1] None
[/list]
[b]Coding:[/b] ZAP44
[b]Checked by:[/b]
[b]Tweaked by:[/b]
[b]Committed to REPO:[/b] Code: Select all
[b][u]gb_ahe_apache, gb_ahe_apache_sp, idf_ahe_apache, idf_ahe_apache_sp, us_ahe_apache, us_ahe_apache_sp[/u][/b]
ObjectTemplate.cullRadiusScale 4
GeometryTemplate.setSubGeometryLodDistance 1-0-25
GeometryTemplate.setSubGeometryLodDistance 1-1-80
GeometryTemplate.setSubGeometryLodDistance 2-0-50
GeometryTemplate.setSubGeometryLodDistance 2-1-100
[b]Issues:[/b]
[list=1]Geom_1 Final Tri count above the limit at 1355 Tris.
[*]Geom_2 Final Tri count above the limit at 1205 Tris.
[/list]
[b]Coding:[/b] ZAP44
[b]Checked by:[/b]
[b]Tweaked by:[/b]
[b]Committed to REPO:[/b] -
J.F.Leusch69
- Retired PR Developer
- Posts: 2988
- Joined: 2008-04-23 16:37
Re: Help us to Optimize PR! (LOD Switching & Cull Distances)
PUMA , and all M35s, URALs and HMMWVs are/will be done by me.
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ZAP44
- Posts: 110
- Joined: 2007-01-15 20:09
Re: Help us to Optimize PR! (LOD Switching & Cull Distances)
Code: Select all
[b][u]gb_jet_harrier, us_jet_harrier[/u][/b]
ObjectTemplate.cullRadiusScale 1
GeometryTemplate.setSubGeometryLodDistance 1-1-10
GeometryTemplate.setSubGeometryLodDistance 1-2-20
GeometryTemplate.setSubGeometryLodDistance 1-3-50
GeometryTemplate.setSubGeometryLodDistance 2-1-10
GeometryTemplate.setSubGeometryLodDistance 2-2-40
[b]Issues:[/b]
[list=1] Geom_1 Final Tri count above the limit at 2037 Tris.
[*]Geom_2 Final Tri count above the limit at 1421 Tris.
[/list]
[b]Coding:[/b] ZAP44
[b]Checked by:[/b]
[b]Tweaked by:[/b]
[b]Committed to REPO:[/b] Code: Select all
[b][u]gb_jet_eurofighter, gb_jet_eurofighter_sp, ger_jet_eurofighter, ger_jet_eurofighter_sp[/u][/b]
ObjectTemplate.cullRadiusScale 3
GeometryTemplate.setSubGeometryLodDistance 1-1-25
GeometryTemplate.setSubGeometryLodDistance 1-2-50
GeometryTemplate.setSubGeometryLodDistance 1-3-120
GeometryTemplate.setSubGeometryLodDistance 2-1-50
GeometryTemplate.setSubGeometryLodDistance 2-2-120
[b]Issues:[/b]
[list=1] Geom_1 Final Tri count above the limit at 506 Tris.
[*]Geom_2 Final Tri count above the limit at 380 Tris.
[/list]
[b]Coding:[/b] ZAP44
[b]Checked by:[/b]
[b]Tweaked by:[/b]
[b]Committed to REPO:[/b] -
Psyrus
- Retired PR Developer
- Posts: 3841
- Joined: 2006-06-19 17:10
Re: Help us to Optimize PR! (LOD Switching & Cull Distances)
Code: Select all
[b][u]civ_jep_technical2[/u][/b]
ObjectTemplate.cullRadiusScale 6.1
GeometryTemplate.setSubGeometryLodDistance 1 0 35
GeometryTemplate.setSubGeometryLodDistance 1 1 65
GeometryTemplate.setSubGeometryLodDistance 1 2 130
GeometryTemplate.setSubGeometryLodDistance 2 0 55
GeometryTemplate.setSubGeometryLodDistance 2 1 85
GeometryTemplate.setSubGeometryLodDistance 2 2 135
[b]Issues:[/b]
[list=1]
[*]geom_2 - lod_1, 2, 3 have deleted faces (transparent) and floating objects, not to mention disjointed faces. [url=http://i235.photobucket.com/albums/ee94/psyrus_uraya/LODs/technical_2_failLODs.jpg]See image[/url].
[*]geom_2 lod_3 - poly count is only 120 but there are many floating faces and the front RHS wheel is a mess.
[/list]
[b]Coding:[/b] Psyrus
[b]Checked by:[/b]
[b]Tweaked by:[/b]
[b]Committed to REPO:[/b] Code: Select all
[b][u]civ_trk_dumpster, civ_trk_dumpster_bomber[/u][/b]
ObjectTemplate.cullRadiusScale 11.8
GeometryTemplate.setSubGeometryLodDistance [b][color=Red]N/A[/color][/b]
[b]Issues:[/b]
[list=1]
[*]geom_1, geom_2 - There is [b]NO[/b] LOD switching as it only has LOD_0 for each
[*]geom_1, geom_2 - Final (and only) LOD is [i]way[/i] over polygon limit @ 4318
[*]geom_1 lod_0 - Back of steering wheel appears white in three spots (no texture?) [url=http://i235.photobucket.com/albums/ee94/psyrus_uraya/LODs/gary_steering_white.jpg]See image[/url].
[/list]
[b]Coding:[/b] Psyrus
[b]Checked by:[/b]
[b]Tweaked by:[/b]
[b]Committed to REPO:[/b] Also, if anyone cares I'm making my way through the CIV vehicles if that isn't already obvious, so maybe grab something else so we don't double up on work
Last edited by Psyrus on 2011-06-15 16:00, edited 4 times in total.
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SnipeHunt
- Posts: 801
- Joined: 2009-02-02 15:35
Re: Help us to Optimize PR! (LOD Switching & Cull Distances)
Code: Select all
[b][u]ch_aav_type95[/u][/b]
ObjectTemplate.cullRadiusScale 5
GeometryTemplate.setSubGeometryLodDistance 1 0 40
GeometryTemplate.setSubGeometryLodDistance 1 1 75
GeometryTemplate.setSubGeometryLodDistance 1 2 150
GeometryTemplate.setSubGeometryLodDistance 2 0 50
GeometryTemplate.setSubGeometryLodDistance 2 1 150
[b]Issues: None[/b]
[b]Coding:[/b] SnipeHunt
[b]Checked by:[/b]
[b]Tweaked by:[/b]
[b]Committed to REPO:[/b] Code: Select all
[b][u]ch_jep_paratrooper[/u] [u]jep_paratrooper[/u] [u]jep_mec_paratrooper[/u][/b]
ObjectTemplate.cullRadiusScale 4.5
GeometryTemplate.setSubGeometryLodDistance 1 0 50
GeometryTemplate.setSubGeometryLodDistance 1 1 100
GeometryTemplate.setSubGeometryLodDistance 1 2 175
GeometryTemplate.setSubGeometryLodDistance 2 0 50
GeometryTemplate.setSubGeometryLodDistance 2 1 100
[b]Issues: Nothing worth mentioning[/b]
[b]Coding:[/b] SnipeHunt
[b]Checked by:[/b]
[b]Tweaked by:[/b]
[b]Committed to REPO:[/b] Code: Select all
[b][u]ch_jep_uaz[/u] [u]ger_jep_uaz[/u] [u]mec_jep_uaz[/u][/b]
ObjectTemplate.cullRadiusScale 4.2
GeometryTemplate.setSubGeometryLodDistance 1 0 50
GeometryTemplate.setSubGeometryLodDistance 1 1 100
GeometryTemplate.setSubGeometryLodDistance 1 2 125
GeometryTemplate.setSubGeometryLodDistance 2 0 50
GeometryTemplate.setSubGeometryLodDistance 2 1 100
[b]Issues: [/b]
[list=1] geom_1 LOD 1 door handles removed from left side, still on the right side of model
[*] geom_1 LOD 2 ^^
[*] geom_1 LOD 3 poly count 1797
[*] geom_2 LOD 2 poly count 977
[/list]
[b]Coding:[/b] SnipeHunt
[b]Checked by:[/b]
[b]Tweaked by:[/b]
[b]Committed to REPO:[/b]
Last edited by SnipeHunt on 2010-12-21 15:01, edited 4 times in total.
Reason: added info
Reason: added info
Best line yet...
Me: "Hey APC, Can I get a ride to squad 6?"
Unknown: "This APC ain't no Taxi!"
Me: "Hey APC, Can I get a ride to squad 6?"
Unknown: "This APC ain't no Taxi!"
-
Psyrus
- Retired PR Developer
- Posts: 3841
- Joined: 2006-06-19 17:10
Re: Help us to Optimize PR! (LOD Switching & Cull Distances)
Code: Select all
[b][u]civ_trk_semi, civ_trk_semi_bomber[/u][/b]
ObjectTemplate.cullRadiusScale 7
GeometryTemplate.setSubGeometryLodDistance 1 0 40
GeometryTemplate.setSubGeometryLodDistance 1 1 80
GeometryTemplate.setSubGeometryLodDistance 1 2 135
GeometryTemplate.setSubGeometryLodDistance 2 0 95
GeometryTemplate.setSubGeometryLodDistance 2 1 135
[b]Issues:[/b]
[list=1]
[*]geom_0 - Seemingly not used for anything (?)
[*]geom_1 lod_0 -> lod_1 - Front grill texture is the only thing stopping the LOD switch occurring between 25-30m rather than 40. The size change of the grill makes switching earlier look bad.
[*]geom_1 lod_1 -> lod_2 - RHS of truck colour change is quite obvious from dark to lighter.
[*]geom_2 lod_0 -> lod_1 - Front fog lights are not present on LOD1 which means that the lod switch from the front is very obvious until the range is far enough to not distinguish the fog lights. If white blotches were added to the bumper texture or foglamps removed from lod_0 the switch could occur much earlier in the 25-40m range. [url=http://i235.photobucket.com/albums/ee94/psyrus_uraya/LODs/bigred_foglamps.jpg]See image[/url]
[*]geom_2 lod_2 - Blacked out windows mean that from any side angles the lod switch is very obvious, thus why it had to be kept so far @ 135m.
[/list]
[b]Coding:[/b] Psyrus
[b]Checked by:[/b]
[b]Tweaked by:[/b]
[b]Committed to REPO:[/b] Code: Select all
[b][u]civ_jep_car, civ_jep_car_black, civ_jep_car_blue, civ_jep_car_white, civ_jep_car_bomber, civ_jep_car_bomber_black, civ_jep_car_bomber_blue, civ_jep_car_bomber_white[/u][/b]
ObjectTemplate.cullRadiusScale 12.8
GeometryTemplate.setSubGeometryLodDistance 1 0 45
GeometryTemplate.setSubGeometryLodDistance 1 1 60
GeometryTemplate.setSubGeometryLodDistance 1 2 125
GeometryTemplate.setSubGeometryLodDistance 2 0 45
GeometryTemplate.setSubGeometryLodDistance 2 1 120
[b]Issues:[/b]
[list=1]
[*]geom_1 lod_0 - RHS front seat appears to be missing
[*]geom_1 lod_2 & lod_3 - front & rear wheels are misaligned
[*]geom_2 lod_2 - Same as lod_1; [b][Final LOD] Poly limit way above limit @ [color=red]1542[/color][/b]
[*][i](geom_2 lod switch distance will probably have to be edited when final LOD is fixed)[/i]
[/list]
[b]Coding:[/b] Psyrus
[b]Checked by:[/b]
[b]Tweaked by:[/b]
[b]Committed to REPO:[/b] Code: Select all
[b][u]civ_jep_support, civ_jep_support_militia[/u][/b]
ObjectTemplate.cullRadiusScale 12.3
GeometryTemplate.setSubGeometryLodDistance [b]N/A[/b]
[b]Issues:[/b]
[list=1]
[*]geom_1 & geom_2 - There is only one LOD for each geom!!
[*]geom_1 & geom_2 - [b]Only LOD is way above final LOD poly limit @ [color=Red]3688[/color][/b]
[/list]
[b]Coding:[/b] Psyrus
[b]Checked by:[/b]
[b]Tweaked by:[/b]
[b]Committed to REPO:[/b] Code: Select all
[b][u]civ_jep_forklift[/u][/b]
ObjectTemplate.cullRadiusScale 12.2
GeometryTemplate.setSubGeometryLodDistance 1 0 25
GeometryTemplate.setSubGeometryLodDistance 1 1 60
GeometryTemplate.setSubGeometryLodDistance 1 2 95
GeometryTemplate.setSubGeometryLodDistance 2 0 30
GeometryTemplate.setSubGeometryLodDistance 2 1 70
[b]Issues:[/b]
[list=1]
[*]geom_1 LOD_3 - [b]Final LOD poly count above limit @ 590[/b]
[*]geom_2 LOD_2 - [b]Final LOD poly count above limit @ 839[/b]
[/list]
[b]Coding:[/b] Psyrus
[b]Checked by:[/b]
[b]Tweaked by:[/b]
[b]Committed to REPO:[/b] And with those... all the Civ vehicles listed should be done
Last edited by Psyrus on 2011-06-16 15:06, edited 6 times in total.
Reason: adding second
Reason: adding second
-
SnipeHunt
- Posts: 801
- Joined: 2009-02-02 15:35
Re: Help us to Optimize PR! (LOD Switching & Cull Distances)
Rhino, when you get time to check the values and confirm the changes can you modify your OP to cross out/strikethough the completed vehicles?
Best line yet...
Me: "Hey APC, Can I get a ride to squad 6?"
Unknown: "This APC ain't no Taxi!"
Me: "Hey APC, Can I get a ride to squad 6?"
Unknown: "This APC ain't no Taxi!"
-
Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: Help us to Optimize PR! (LOD Switching & Cull Distances)
lol I had actually forgotten about this, cheers for the reminder 
Been taking a few days brake of PR over xmas and just doing some stuff again now, although might be a couple of days yet until I check all this stuff.
Cheers
Been taking a few days brake of PR over xmas and just doing some stuff again now, although might be a couple of days yet until I check all this stuff.
Cheers
-
SnipeHunt
- Posts: 801
- Joined: 2009-02-02 15:35
Re: Help us to Optimize PR! (LOD Switching & Cull Distances)
Code: Select all
[b][u]ch_jep_vn3[/u][/b]
ObjectTemplate.cullRadiusScale 7
GeometryTemplate.setSubGeometryLodDistance 1 0 25
GeometryTemplate.setSubGeometryLodDistance 1 1 50
GeometryTemplate.setSubGeometryLodDistance 1 2 100
GeometryTemplate.setSubGeometryLodDistance 1 3 125
GeometryTemplate.setSubGeometryLodDistance 2 0 20
GeometryTemplate.setSubGeometryLodDistance 2 1 50
GeometryTemplate.setSubGeometryLodDistance 2 2 125
GeometryTemplate.setSubGeometryLodDistance 2 3 175
[b]Issues:[/b]
[list=1] geom_1 LOD4 poly count 870
[*] geom_2 does not look wrecked at all.
[*] geom_2 LOD4 poly count 990
[/list]
[b]Coding:[/b] SnipeHunt
[b]Checked by:[/b]
[b]Tweaked by:[/b]
[b]Committed to REPO:[/b] Best line yet...
Me: "Hey APC, Can I get a ride to squad 6?"
Unknown: "This APC ain't no Taxi!"
Me: "Hey APC, Can I get a ride to squad 6?"
Unknown: "This APC ain't no Taxi!"
-
Psyrus
- Retired PR Developer
- Posts: 3841
- Joined: 2006-06-19 17:10
Re: Help us to Optimize PR! (LOD Switching & Cull Distances)
Rhino can you mark in blue or whatever (or remove from the list) whichever vehicles Leusch is referring to (I can't tell what he means by them so have now stopped working on this until I understand which ones still need doing and which ones are done) please?[R-DEV]J.F.Leusch69 wrote:PUMA , and all M35s, URALs and HMMWVs are/will be done by me.
-
SnipeHunt
- Posts: 801
- Joined: 2009-02-02 15:35
Re: Help us to Optimize PR! (LOD Switching & Cull Distances)
I didn't think much about it, I was just going to skip anything with PUMA, M35s... in the name.
It looks like I did the M35s though... oops
I think it means:
PUMA-- it is in the name of the vehicle
M35s and URALs are the support and logistics trucks
HMMWVs are also in the name of the vehicle.
It looks like I did the M35s though... oops
I think it means:
PUMA-- it is in the name of the vehicle
M35s and URALs are the support and logistics trucks
HMMWVs are also in the name of the vehicle.
Best line yet...
Me: "Hey APC, Can I get a ride to squad 6?"
Unknown: "This APC ain't no Taxi!"
Me: "Hey APC, Can I get a ride to squad 6?"
Unknown: "This APC ain't no Taxi!"
-
SnipeHunt
- Posts: 801
- Joined: 2009-02-02 15:35
Re: Help us to Optimize PR! (LOD Switching & Cull Distances)
Code: Select all
[b][u]ch_tnk_type98[/u][/b]
ObjectTemplate.cullRadiusScale 4.5
GeometryTemplate.setSubGeometryLodDistance 1 0 50
GeometryTemplate.setSubGeometryLodDistance 1 1 100
GeometryTemplate.setSubGeometryLodDistance 1 2 150
GeometryTemplate.setSubGeometryLodDistance 2 0 50
GeometryTemplate.setSubGeometryLodDistance 2 1 125
[b]Issues:[/b]
[list=1]
[/list]
[b]Coding:[/b] *SnipeHunt*
[b]Checked by:[/b]
[b]Tweaked by:[/b]
[b]Committed to REPO:[/b] Best line yet...
Me: "Hey APC, Can I get a ride to squad 6?"
Unknown: "This APC ain't no Taxi!"
Me: "Hey APC, Can I get a ride to squad 6?"
Unknown: "This APC ain't no Taxi!"
-
Psyrus
- Retired PR Developer
- Posts: 3841
- Joined: 2006-06-19 17:10
Re: Help us to Optimize PR! (LOD Switching & Cull Distances)
Hate to be *that* guy... but is this still going? I quite enjoyed feeling like I was contributing but it appears to have been forgotten and being reasonably busy I don't want to waste my time doing this if it's for naught 
-
Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Help us to Optimize PR! (LOD Switching & Cull Distances)
I'm sure it is not forgotten, this is but one effort that journeys to the back of the stage with all the other behind the scene activities to be collected for the next patch.Psyrus wrote:Hate to be *that* guy... but is this still going? I quite enjoyed feeling like I was contributing but it appears to have been forgotten and being reasonably busy I don't want to waste my time doing this if it's for naught![]()


