Lag when i release b61
-
Hello,
Why flacon lag when i release a b61 bomb ?
My config : AMD FX 8120, 16go ram, gtx 660 ti.
Falcon config : 1920x1080, detail min.
regards
olivier
-
I think EVERYONE’S computer lags when they throw a B61, unless you have steady 100+ FPS on normal occasions.
-
Mine lags when anyone in this sim drops one anytime…crap, there’s a lag right now, who dropped one…?
-
It’s caused by the EMP after the blast.
-
-
Your problem is when you release till impact? or after impact?
After impact yes all pc’s melt down cause of the CPU - GPU load which is enormus.
If it’s before impact while the bomb is air born then it’s another story.
-
The problem come after impact, when the “mushroom dust” climb in the sky.
ok i don’t have bad computer … -
Its the disturbance in the Force caused by the massive amount of casualties :mrgreen:
Seriously though, completely normal when you consider the amount of stuff that burn all at once. Particle system effects can be heavy on GPU load, especially when there are so many at once.
-
Its the disturbance in the Force caused by the massive amount of casualties :mrgreen:
Seriously though, completely normal when you consider the amount of stuff that burn all at once. Particle system effects can be heavy on GPU load, especially when there are so many at once.
FACK!
But<g>, what happend in the 90’s? Drop that bomb and go to lunch, or even a weekend travel?</g> -
Seriously though, completely normal when you consider the amount of stuff that burn all at once. Particle system effects can be heavy on GPU load, especially when there are so many at once.
Yes but it’s probably CPU load more than GPU because if particles aren’t in view, GPU isn’t actually working to render anything (PS code has a bounding box clipping check for any effect and so not rendering when outside the bounding box), But CPU OTOH is working anyway because it has to calculate particles generation, movement, time etc, that’s more likely where the load coming from when so many particles are generated at once all around the place.
BTW ideally, modern PS should be implemented on the GPU only, because as long as there is no dependency between particles, the parallel nature of the GPU can handle particle system WAY better than CPU can. Maybe someday…
-
FACK!
But<g>, what happend in the 90’s? Drop that bomb and go to lunch, or even a weekend travel?</g>If you mean at original release of F4.0, IIRC, B-61 was not implemented at all
Yes but it’s probably CPU load more than GPU because if particles aren’t in view, GPU isn’t actually working to render anything (PS code has a bounding box clipping check for any effect and so not rendering when outside the bounding box), But CPU OTOH is working anyway because it has to calculate particles generation, movement, time etc, that’s more likely where the load coming from when so many particles are generated at once all around the place.
BTW ideally, modern PS should be implemented on the GPU only, because as long as there is no dependency between particles, the parallel nature of the GPU can handle particle system WAY better than CPU can. Maybe someday…
Thanks for the info ! As you decribed, I did get FPS hit after a B-61 even without looking at anything burning, and i was wondering about that just now
Someday indeed….
-
…at least it must change the status for 300+ features at once …to destroyed … :woohoo:
-
If you’re gonna annihilate 5 million people/sprites, I think there should be a little lag. You know, to consider your actions.
-
…at least it must change the status for 300+ features at once …to destroyed … :woohoo:
Yea but that will hardly cause the CPU to blink