[quote=""'[R-DEV"]Outlawz7;2136915']It's called occlusion and yes there is
https://www.realitymod.com/forum/f189-m ... tatic.html[/quote]
From my observation there is a rendering at infinite range of players, and maybe i am one of the few that can see it, due to my old equipment! (cpu = intel quad core 9450, GTX 970)
'[R-CON wrote:UTurista;2136920']To me, it looks like any lower would be impossible.
And if I understood correctly most of the issues aren't caused by rendering the mesh itself but by rendering several meshes, in other words it costs more to render 2 low poly meshes than 1 high poly.
The conclusion is to get a normal PC.
It's not the statics from what i can tell, its the players. When the DEV team was testing the server load for over 126 players of fallujah prior to the 100+ player servers, the defining factor was the player count near the archway static, i remember because i was part of the stress test using the same CPU.
[R-DEV]Mats391 wrote:I actually thought about trying the opposite: Forcing lod0 on everything until it gets culled. My assumption is that lod switching is done on CPU while rendering on GPU. Since GPU is bored most of time in PR giving him only lod0s to render wouldn't cause issue while removing stress of lod switching from CPU.
Dunno yet to try it out.
First, I get a cpu hit due to textures if that helps. I'm running my settings on everything low, and i really feel like the GPU is doing nothing to relieve the stress. Want proof, look at my boring youtube videos. This is not a localized incident, it's the game. I don't know what exactly is going on in the editor or the game with lod0, but in 3dsmax lod0 has the highest amount of bones (example: finger bones afaik). besides i'm complaining about lod2 and lod3 (mostly lod3), which render at range, and im's getting clear indications of player data rendering through statics at range. for example, if i'm hundreds of meters away from a highly populated flag, my fps drops significantly. that sounds like a game problem, not a client side hardware problem. not something i can solve myself.
[quote="PLODDITHANLEY""]I remember you said you had a 970, what CPU have you got? I played this game for years on a 2008 gaming laptop. My wives old C2D runs it very well too.
I am keen if a solution could be found to the large amount of new guys who get problems creating the profiles, I've seen it many many times and still don't know what causes it and how-to repair it.[/quote]
I have a Q9450 (intel quad core) and yes i respect the bottleneck, but i don't think this a personal hardware issue, i think this is a player rendering issue that has not been addressed. battlefield is a 2005 game and should take full advantage of my CPU's overclocked capacity. It appears the Graphics card doesn't alleviate any stress whatsoever.
For many years i thought the problem was on my end, however after reading your recent threads relating to PR only utilizing a single core, the game on my end seems to render statics fine, but render far away players more heavily. Rendering a map's statics is one thing, but rendering the players "through" trees, ground geometry and above ground statics, needs to be talked about.
[quote=""'[GER"]Birnd;2136941']C2D does not run it very well. Pls don't spread misinformation.[/quote]
it's a quad core, not core to duo, and i'm aware PR only utilizes one core.
[quote="PLODDITHANLEY""]Sorry to upset you dude but runs fine on low on a 2.4 laptop, the other is a 3.16 C2D, runs better on a 2500k of course.
But whatever just keen to see what CPU pysko has.
I always thought the problem with PR was drawing all the stuff on the map in the direction you are looking with big maps which in a lot of cases are quite full. All this is compounded by smoke, the new 1.0 fire effects and of course up to 100 players.[/quote]
how many fps do you get on 2.4?
My guess is the majority of the performance hit comes from players being rendered in your direction, but invisible because they are behind the terrain and statics, if the terrain had back face culling (or occlusion) they might not render the players, resulting in a performance boost for everyone.
I'm looking forward to any advice or workaround for this issue, and i thoroughly respect your advice on the matter, I am as always, all ears for trouble shooting, however, I am approaching the community with a specific issue which is, i am reporting evidence that players rendering through objects at distance have a major performance hit. Because, regardless if you have good up to date hardware or old hardware, the issue should be investigated. Yes, I would love better performance, but as a loyal fan of the mod, i want to improve everyone's performance as a whole and not just selfishly, my own.