Why is PR so..???
-
pagewater637
- Posts: 1
- Joined: 2020-12-19 21:08
Why is PR so..???
poorly optimized for a game engine from the early 2000s? Shit developers? Can we get some better developers? Oh what is that you say??? The game is free. Yeah you are right. But you would think for an almost 15 year old mod, the developers would have got better in their programming skills guess not..
-
Nate.
- Forum Moderator
- Posts: 3018
- Joined: 2012-07-09 20:44
Re: Why is PR so..???
"poorly optimized for a game engine from the early 2000s"
Could bei related to restrictions stemming from early 2000s game engines.
Could bei related to restrictions stemming from early 2000s game engines.

-
AlonTavor
- PR:BF2 Developer
- Posts: 2991
- Joined: 2009-08-10 18:58
Re: Why is PR so..???
We are not using a game engine. We are modifying an existing game.
Give source code.
Give source code.
-
Frontliner
- PR:BF2 Contributor
- Posts: 1884
- Joined: 2012-10-29 09:33
Re: Why is PR so..???
Let's say that on the off-chance that you're not baiting, the game engine was never designed with the likes of what we put in the game(be it assets, view distance, player count) in mind, nor has the original Dev team over at DICE Sweden and their masters EA ever attempted to update the game engine substantially in the past - what 10 years? The optimisation of the game engine is not something we can do without having access to it as Alon said, and even if we had access to it, it's questionable whether modifications can be done without triggering a Cease and Desist from EA.
That said, if you're running the latest shooter titles with their 30m long corridors and 20 concurrent players at a dazzling 120+ FPS and think that this means in PR you should easily reach 20 times that - even though we have a VD of 600m at the very least and 100 concurrent players - I guess we're sorry to inform you that that is simply not the case. For reasons out of our control, as mentioned. Glad you could join us, hope you'll enjoy your stay.
That said, if you're running the latest shooter titles with their 30m long corridors and 20 concurrent players at a dazzling 120+ FPS and think that this means in PR you should easily reach 20 times that - even though we have a VD of 600m at the very least and 100 concurrent players - I guess we're sorry to inform you that that is simply not the case. For reasons out of our control, as mentioned. Glad you could join us, hope you'll enjoy your stay.
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them
]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy
Just_Dave: i have a list about PR players, and they r categorized by their skill
Para: You sir are an arse and not what the game or our community needs.
AlonTavor: Is that a German trying to make me concentrate?
Heavy Death: join PRTA instead - Teamwork is a must there.
-
CAS_ual_TY
- PR:BF2 Contributor
- Posts: 926
- Joined: 2016-01-04 12:30
Re: Why is PR so..???
- Do you know how to program?pagewater637 wrote:poorly optimized for a game engine from the early 2000s? Shit developers? Can we get some better developers? Oh what is that you say??? The game is free. Yeah you are right. But you would think for an almost 15 year old mod, the developers would have got better in their programming skills guess not..
- Have you seen their code?
- Why not make PR better yourself? You have the same ressources the devs do.
Probably just a shit post anyways


-
Nate.
- Forum Moderator
- Posts: 3018
- Joined: 2012-07-09 20:44
-
Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: Why is PR so..???
There are lots of reasons for this but the core reason simply is we are using a game engine that is 15+ years old that simply isn't optimised to harness the power of modern hardware. Hell, it is still only a 32bit engine when everyone is on 64bit these days... And as others have said, we do not have the source code or any way to change the underlying workings of the core engine, even if we were legally allowed to. So that isn't going to happen.
There are lots of other little reasons too, like vBF2, and other, content simply wasn't made for the long view distances we have now. You need to recall in vBF2, most maps only had a view distance of between 300m and 500m. PR has around a standard view distance of 800m, but often 1km or over. Some of PR's content has been optimised for this with aggressive LODs and other optimisation, but as I mentioned before, not all the content in the mod is made by us, a lot comes from vBF2, and a lot comes from other mods we have had dealing with, like USI, OPK, POE2, hell PR: Vietnam content was basically totally made by the EOD2 team.
This, on top of even optimising our own models, takes a hell of a lot of extra work, with each model that is optimised only making a tiny little difference to the performance, and as a result, people working for free don't want to spend too much time doing it, especially optimising other peoples models they would have to dig files up for, or worse, have to import from the game, totally re-setup for export, fix up, optimise and then re-export and adjust the code... We are talking at least a weeks work for about a 0.2% performance increase, very much depending on how common that object is and how much it's optimised etc.
But as mentioned before, this is a mod made by volunteers and mostly from the community. Hell, even I started off as just a community member wanting to make a difference. So if the optimisation of the mod is important to you, there are plenty of tutorials in community modding on how to make and optimise models and you are always welcome to help out if you wish.
Thanks!
There are lots of other little reasons too, like vBF2, and other, content simply wasn't made for the long view distances we have now. You need to recall in vBF2, most maps only had a view distance of between 300m and 500m. PR has around a standard view distance of 800m, but often 1km or over. Some of PR's content has been optimised for this with aggressive LODs and other optimisation, but as I mentioned before, not all the content in the mod is made by us, a lot comes from vBF2, and a lot comes from other mods we have had dealing with, like USI, OPK, POE2, hell PR: Vietnam content was basically totally made by the EOD2 team.
This, on top of even optimising our own models, takes a hell of a lot of extra work, with each model that is optimised only making a tiny little difference to the performance, and as a result, people working for free don't want to spend too much time doing it, especially optimising other peoples models they would have to dig files up for, or worse, have to import from the game, totally re-setup for export, fix up, optimise and then re-export and adjust the code... We are talking at least a weeks work for about a 0.2% performance increase, very much depending on how common that object is and how much it's optimised etc.
But as mentioned before, this is a mod made by volunteers and mostly from the community. Hell, even I started off as just a community member wanting to make a difference. So if the optimisation of the mod is important to you, there are plenty of tutorials in community modding on how to make and optimise models and you are always welcome to help out if you wish.
Thanks!

