Five Elite Mercenaries are send to an Island in middle of the 1980'. The Task: Find and Eliminate a local Drug Baron. Features: new Physic, real Sunmovement, Day/Night Change, Hunger/Food system, realistic (!) Weather system, Light/Dark viewing system for AI, 5 different Fractions on the Island. Complete Realistic simulation of nearly all things, including Sleep. New weapons, new Vehicles. Vehicles driving system is now exact (!) like GTA IV , FireSystem,... this mod is Heavily inspired by GTA, IGI, FarCry.

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pvcf Author
pvcf - - 4,943 comments

have invested some days in coding meditation and the result can u see in the
little yelloq number on left upper corners each XD
the left screenshot is before the new code and right screenshot after :)
what is not visible: the minFPS have doubbled, which allows a much
smoother gameplay.
the trick is a virtual updatetable. normally, my old code, updated all
needed things every frame (ofcourse...).
but the engine does not know WHAT to update, so i was going every frame
trough all things and ask if they have to be updated, and if yes, then -update-!
now this result is stored in a virtual table, and only the table is constantly called for update. the table is now recreated every 1.5 seconds insteand
1000 times / second.
thanks to my russian friend Mikhail who helped me with the lua-Syntax, even if he claim "lua is not well known by him" XD

even if this all sounds logically and naturally, i needed about 70 hours of coding just to find out WHICH eats up the FPS and 10 minutes to come to the virtual table solution and 15 minutes to implement it XD

again a thing which nobody will see in the final game ...

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Vikom
Vikom - - 612 comments

Nice to read that.

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pvcf Author
pvcf - - 4,943 comments

especially if you know that in that LEvel about 4000 props/entities are physicalized and updated... without my entity distance hider and the new table updater i would have about 1-3 FPS max instead of 93 FPS ^^
and in originally cryengine they are updated forever once the seen / touched once.

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Vikom
Vikom - - 612 comments

I was never too much familiar with this technical stuff, so it surprises me a bit. I though that the physics for specific entity switches off when it's not in the player's view after some time or some distance. It also doesn't switch off in VisAreas?
Just curious, could it be possible to switch the entity into "resting", if it's position and rotation doesn't change for some time?

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pvcf Author
pvcf - - 4,943 comments

theoretically yes, there is a counter in each phys opbject which should bring it to rest after a certain value of microcollusions is reached.
it doesnt work :/
i tried to add a timer which forces a update stop in each but it looked not good if phys objects was forced to rest after a certain time :/ have made a funny video about that, maybe i should post it?
also the AI pathfinding system is always working, once the AI was activated by player. even if the AI is not drawn. not drawn in original CE1 does NOT mean its not processed. thats the point where my additions take so much effect (but only because i have 100 or 500 times more physicalized/living entities than in vanilla campaign maps).
that is a big problem: even if you have only 200.000 polycount on screen, which should result in 300 FPS and more, the FPS is something below 10...
i dont know if Visarea stops updating all phys stuff, because i work 99% of the time outdoors, but atleast visarea turns off the sun and reduced viewdistance which give a big boost.

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Dieger
Dieger - - 612 comments

DAYUM! O_0

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