

Do You Consider That Destructible Terrain Will Make Fps Drop Hard
#1
Posted 10 May 2015 - 06:07 PM
we should be ready for it for a huge fps drop is coming
#2
Posted 10 May 2015 - 06:21 PM
#3
Posted 10 May 2015 - 06:23 PM
i hope for this, because otherwise it may need another pc upgrade for me and for quite a few people too
#4
Posted 10 May 2015 - 06:25 PM
#5
Posted 10 May 2015 - 06:26 PM
#6
Posted 10 May 2015 - 06:28 PM
#7
Posted 10 May 2015 - 06:32 PM
its not like any of the things well be able to destroy will have an effect on the game.
we cant destroy anything meaningful like buildings for example...
#8
Posted 10 May 2015 - 06:34 PM
#9
Posted 10 May 2015 - 06:34 PM
Destructible props, or at least damageable props would be cool.
That really isn't going to lag anything.
Smoke and particle effects is what will lag FPS, depending on how they do it.
#10
Posted 10 May 2015 - 06:59 PM
Khobai, on 10 May 2015 - 06:32 PM, said:
its not like any of the things well be able to destroy will have an effect on the game.
we cant destroy anything meaningful like buildings for example...
Nope, but there are a few maps where i would love to knock some damn trees down, especially in CW
#11
Posted 10 May 2015 - 07:03 PM
Edited by El Bandito, 10 May 2015 - 07:04 PM.
#12
Posted 10 May 2015 - 07:14 PM
#13
Posted 10 May 2015 - 07:40 PM
Being serious though: It shouldn't be a problem. If done correctly it will be a physics option in the graphics settings, lowest would cause a tree to fall like a cardboard plank and stick to where it fell, meanwhile max could use actual physics, have the tree bounce down a hill afterward or something, roll down a mountain, etc.
#14
Posted 10 May 2015 - 08:06 PM
Mister D, on 10 May 2015 - 06:34 PM, said:
Smoke and particle effects is what will lag FPS, depending on how they do it.
Im going to bring up bad design decisions that are going to affect performance.
I watched a video of the upcoming Burning trees, watched as a flamer... well made fire and sparks, come out of a tree it seemed.
A mech flamed a tree or trees, there was much smoke and lots of sparks for a few or so seconds then... nothing.. trees were still there not blackened not burnt not charred... nothing just the original tree, trees.
Whats the point, ummmm, is this going to run server side?.
#15
Posted 10 May 2015 - 08:12 PM
XX Sulla XX, on 10 May 2015 - 06:25 PM, said:
FupDup, on 10 May 2015 - 06:26 PM, said:
Mechwarrior Buddah, on 10 May 2015 - 06:28 PM, said:
It likely will cause a frame rate drop, and it won't really matter much what kind of rig you run. Sure there is some level of coding that can work around the issue, but the fact is that DX 11 has an effective limit of about 10,000 draw calls and it is a single threaded task. This is why Intel CPU's are far better 'optimized' than AMD, modern Intel CPUs do more instructions per clock than AMD CPUs and can mask this single threaded bottleneck to a point.
Throwing more objects, and deformable objects into the mix is going to increase the draw calls to the point that everyone will suffer unless other draw calls are reduced.
Or if the game ever gets to DX 12 with the multi-threaded draw call engine that exponentially increases the effective draw call limit. But I don't think that will happen since we are stuck on DX9 to support most of the player base.
Edited by EgoSlayer, 10 May 2015 - 08:20 PM.
#16
Posted 10 May 2015 - 08:13 PM
Mechwarrior Buddah, on 10 May 2015 - 06:28 PM, said:
I think that's the answer, yeah. With a few exceptions, most of the people complaining about low fps seem to be people who can't quite grasp the idea that you need a relatively new computer to play relatively new games. I.e. if your computer is 8 years old and wasn't really that good 8 years ago, get a better computer.
There also seems to be a lot of MWO players who just started playing the game with an old computer, because they don't normally play FPS games at all and don't spend a lot of money on hardware. But they just started playing MWO anyway, because they're huge Battletech / Mechwarrior fans. And then they demand that the game run smoothly on their old Pentium 100 computer. "I pressed the turbo button, but it's still not working!"
#17
Posted 10 May 2015 - 08:20 PM
Edited by CHH Badkarma, 10 May 2015 - 08:20 PM.
#19
Posted 10 May 2015 - 08:30 PM
#20
Posted 10 May 2015 - 08:38 PM
bad arcade kitty, on 10 May 2015 - 08:29 PM, said:
are you kidding
it's the most ridiculously poorly coded over-pc-demanding game i ever saw
Actually, it's not, I've seen much worse. I'm using an original i7 950 cpu on an Asus X58 Sabretooth board with 6g ram and a GTX 750 vcard, and I get 60fps constantly with everything cranked.
If this game barely runs for you, you seriously need to upgrade your computer because THAT is the entirety of the problem, especially if you are having to run in DX9 and/or 32bit.
Seriously, PGI has to have DX9 and a 32bit application for the game because the majority of the playerbase can NOT run higher than DX9 or in 64bit, and you are trying to tell us the coding is the problem? Get out of the catnip.
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