Edited by Troutmonkey, 24 March 2016 - 02:28 AM.


Changing Armor Tanks Frame Rate
Started by Troutmonkey, Mar 24 2016 02:24 AM
8 replies to this topic
#1
Posted 24 March 2016 - 02:24 AM
When in the mechlab changing the armour value up or down causes a massive drop in FPS. The idle is about 60FPS but when changing the armour values it drops 10fps for each click. The FPS turns back to normal after a few seconds. Double clicking to remove a component also causes this drop in frame rate
#2
Posted 24 March 2016 - 06:07 AM
Yes, you found it!
This is the least important problem in MWO
))
This is the least important problem in MWO

#4
Posted 28 March 2016 - 07:24 PM
MarsThunder, on 24 March 2016 - 06:07 AM, said:
Yes, you found it!
This is the least important problem in MWO
))
This is the least important problem in MWO

I record and report ALL bugs. Bugs are bugs, and they need to be fixed. Whatever is causing this could be linked to other issue, including the fact the syncing game data takes ages
#5
Posted 28 March 2016 - 07:43 PM
I found for me changing armor values works better outside the Engine Tab that is the worst allways slowing things down massively - try out if it works better on the Weapons or Module Tab etc.
Edited by Thorqemada, 28 March 2016 - 07:45 PM.
#6
Posted 02 April 2016 - 05:10 AM
The really sad part is: This is a PC game and we are forced to use the mouse.
Solution: Let us enter the armor values directly with the keyboard (you know, that thing with no little joysticks on it and no rumble function, but instead: Keys, some with numbers.).
And don't get me started on the overall usability of the UI.
Solution: Let us enter the armor values directly with the keyboard (you know, that thing with no little joysticks on it and no rumble function, but instead: Keys, some with numbers.).
And don't get me started on the overall usability of the UI.
#7
Posted 03 April 2016 - 10:33 AM
PFC Carsten, on 02 April 2016 - 05:10 AM, said:
The really sad part is: This is a PC game and we are forced to use the mouse.
Solution: Let us enter the armor values directly with the keyboard (you know, that thing with no little joysticks on it and no rumble function, but instead: Keys, some with numbers.).
And don't get me started on the overall usability of the UI.
Solution: Let us enter the armor values directly with the keyboard (you know, that thing with no little joysticks on it and no rumble function, but instead: Keys, some with numbers.).
And don't get me started on the overall usability of the UI.
Better yet, use the recent invention - i know this might come as a shock to propose something so innovative to be included in a fairly small PC game but bear with me - SLIDERS.
#8
Posted 03 April 2016 - 04:39 PM
PFC Carsten, on 02 April 2016 - 05:10 AM, said:
The really sad part is: This is a PC game and we are forced to use the mouse.
Solution: Let us enter the armor values directly with the keyboard (you know, that thing with no little joysticks on it and no rumble function, but instead: Keys, some with numbers.).
And don't get me started on the overall usability of the UI.
Solution: Let us enter the armor values directly with the keyboard (you know, that thing with no little joysticks on it and no rumble function, but instead: Keys, some with numbers.).
And don't get me started on the overall usability of the UI.
Don't even get me started on the UI. I quit for 3 months when UI 2.0 released because the mechlab was completely unusable.
There are so many improvements that could be made within a single day, that they haven't annoys me to no end and shows their incompetency. A simple max / min armor button + number entry would make life so much easier.
Edited by Troutmonkey, 03 April 2016 - 04:39 PM.
#9
Posted 06 April 2016 - 08:30 AM
It's as if whenever we edit the armour values, the client automatically reloads the mech with the different values every, single, individual time like the armour values implies a new mech model must be loaded.
I'm not sure if a model-reload is why there's fps-drops, but that's all I thought this was from.
I'm not sure if a model-reload is why there's fps-drops, but that's all I thought this was from.
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