[Pardon me] FPS…again
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It’s really a shame. If i were you i would ask for my money back
Ha ha ha! <sarcasm off=“”>I knew that THIS would come onto the table…<shaming></shaming></sarcasm>
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I’m asking again:
Really?! And who of this guys is using 50% clouds?OK, I will let you open a small gap: Who is using 35%?
And the meaning is not a teaser flight!Thanks in advance for your answer!
Earlybiteso if i understand correctly your point :
your problem is that jumping from 85 fps to 45 fps is totally unacceptable.
Do you realize how ridiculous is sounds from a dev point of view. you just deny the fact that in some situation the CPU / GPU burden is much higher than in others …. (clouds / Airbase / Hi poly models / explosions / FLOT #of vehicules …against empty sky , anpty ground etc…)
the only realistic solution to comply with your requirement would be to maxout the FPS to 45fps whatever the situation.
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“So yes, most config will have hard time to run…”, WHY?! WHY something forcing which cannot been handed?! WHY?!
Are you drunk ?
BECAUSE NEXT RELEASE COULD BE IN 4 TO 5 YEARS and so in 2 years from now 90% of users will be able to run it at max coverage.
Limiting the coverage in 4.33 release would have mean limiting the potential of the game vs the evolution of the hardware in the new coming years.
CAPITO ?
and again , 4.32 is 5% coverage HARDCODED .
would you have prefered i let it harcoded to 5% ? and not giving the possibility to increase it ? just answer this freaking simple question ?
did i force you to use 50% coverage ? NO , just put the slider at 5% if you are not happy and shut the **** up.
YOU, from day 1 have been receiving plenty of helps from everyone here, including developpers …and now you come and shit on our shoes ?
people like you are a plague in our community .
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Anyway, 45 FPS is playable, you said it yourself - so if anything, this 85->45 drop is an issue from an efficiency POV for graphic engine devs, not exactly for you….
I doubt you realize how big a graphic engine can be to develop. Amraam is perfectly right : if you wanted very high FPS and all the graphic goodies, you would still be waiting for a couple more years. Even for commercial games, you have to make compromises… And it is also true that replacing blindly the tiles folder can lead to issues.
So if you “cant accept” this, well, you dont have to : deinstall 4.33 and all is better.
I SUGGESTED to change the clouds settings to e.g. 5, 10, 15, 20, 35, 50.
And I underlaid (can I write so?) my suggestion.And it is really shaming putting words in my mouth, that I never used.
And again: Just Cause 3 is a good example. It has a very graphics scenery, but is poor to play. Other games have also very nice graphics sceneries but are floating like silk.
And: I shall deinstall 4.33? That’s the solution?!<shaming></shaming>
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Are you drunk ?
BECAUSE NEXT RELEASE COULD BE IN 4 TO 5 YEARS and so in 2 years from now 90% of users will be able to run it at max coverage.
Limiting the coverage in 4.33 release would have mean limiting the potential of the game vs the evolution of the hardware in the new coming years.
CAPITO ?
and again , 4.32 is 5% coverage HARDCODED .
would you have prefered i let it harcoded to 5% ? and not giving the possibility to increase it ? just answer this freaking simple question ?
did i force you to use 50% coverage ? NO , just put the slider at 5% if you are not happy and shut the **** up.
people like you are a plague in our community
Are you getting personnaly?!
I could make a bet that this statement is wrong!
“CAPITO?”, who do you think who you are!? CAPITO?!
Oh, yes, he is getting personally!
**** your self!<this is=“” personally=“” too!=“”></this>
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I SUGGESTED to change the clouds settings to e.g. 5, 10, 15, 20, 35, 50.
And I underlaid (can I write so?) my suggestion.yeah ok, but you know shit about the inner code.
do you know what was difficult with THIS and WHY i chose this splitting ?
Put it that way :
Randomize ccumulus position was not possible since it could lead to a lot of cumulus on one place and nothing else in the cell
so i had to create a algorythm to position the cumulus cloud on a deterministic pattern but here comes the problem , how to do it in avoiding “holes / accumulation” and repetitive pattern or worse lines.
the algoryhtm i create is based on a deterministic repartition of clouds on concentric circles with a different radius. and i create a random effect in rotating randomly the circles around the origin.
That way :
- no accumulation / holes, since cumuls are always distributed on the pretermined circles
- no repetitive pattern / lines since each rotation of the circles are different from one cell to another.
So the 5 / 10 / 20 …blah blah of the slider corresponds to the number of concentric circles are created and those slider numbers are just “user numbers” but from the code POV
5 = 1 circle
10 = 2 circles
20 = 3 circles.etc etc….
this is NOT THAT EASY my “friend”
And no i am not professionnal coder, i am sure there are much more efficient algorytm on the market but this is how BMS lives : amaters coders working on their free time (hopefully with some pro coders as well )
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so if i understand correctly your point :
your problem is that jumping from 85 fps to 45 fps is totally unacceptable.
Do you realize how ridiculous is sounds from a dev point of view. you just deny the fact that in some situation the CPU / GPU burden is much higher than in others …. (clouds / Airbase / Hi poly models / explosions / FLOT #of vehicules …against empty sky , anpty ground etc…)
the only realistic solution to comply with your requirement would be to maxout the FPS to 45fps whatever the situation.
You are hiding behind facts that I do cannot know.
But what I know is graphics (too)!And: You are throwing words all over (FLOT, Hi polys, etc.) which are non relevant in that case. And this you, and some others here, are doing this permanently! E.g.: I’m in the air (air borne if you one will understand), ~85 FPS, 2 minutes later ~69 FPS… It’s a smallTE, nothing with FLOT or this and that, and AGAIN I’m momentary not using Hi-Res-polys!
It’s getting exhausting, more exhausting then coding…
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Are you getting personnaly?!
I
yes and you know why ?
you are in my(BMS) Home, you are just a guest here.
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You are hiding behind facts that I do cannot know.
But what I know is graphics (too)!And: You are throwing words all over (FLOT, Hi polys, etc.) which are non relevant in that case. And this you, and some others here, are doing this permanently! E.g.: I’m in the air (air borne if you one will understand), ~85 FPS, 2 minutes later ~69 FPS… It’s a smallTE, nothing with FLOT or this and that, and AGAIN I’m momentary not using Hi-Res-polys!
It’s getting exhausting, more exhausting then coding…
OK do you understand the concept of terrain loading ?
The terrain loads continuously , which means that when you have to load terrain 'far away" with some more “diffferent” textures than the ones before, you will have a fps drop.
Exampl eis simple : fly in the middle of the ocean , same texture everywhere , you will have 200 fps, approach the coast, you will see fps will decrease due to terrain loading and texture loading.
same for airbases or objects, as soon as they enter into your deaggreation bubble, they will put burden on your CPU and GPU …
some areas have spots heavier than others…
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yeah ok, but you know shit about the inner code.
do you know what was difficult with THIS and WHY i chose this splitting ?
Put it that way :
Randomize ccumulus position was not possible since it could lead to a lot of cumulus on one place and nothing else in the cell
so i had to create a algorythm to position the cumulus cloud on a deterministic pattern but here comes the problem , how to do it in avoiding “holes / accumulation” and repetitive pattern or worse lines.
the algoryhtm i create is based on a deterministic repartition of clouds on concentric circles with a different radius. and i create a random effect in rotating randomly the circles around the origin.
That way :
- no accumulation / holes, since cumuls are always distributed on the pretermined circles
- no repetitive pattern / lines since each rotation of the circles are different from one cell to another.
So the 5 / 10 / 20 …blah blah of the slider corresponds to the number of concentric circles are created and those slider numbers are just “user numbers” but from the code POV
5 = 1 circle
10 = 2 circles
20 = 3 circles.etc etc….
this is NOT THAT EASY my “friend”
And no i am not professionnal coder, i am sure there are much more efficient algorytm on the market but this is how BMS lives : amaters coders working on their free time (hopefully with some pro coders as well )
“yeah ok, …”, oh, I got his attention <a wonder,=“” a=“” wonder!=“”>“…but you know shit about the inner code”, <shaking head=“”>…
“…this is NOT THAT EASY…”, maybe, but maths.
You can save it to you, the ‘friend’, nothing against it.</shaking></a>
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This post is deleted! -
Ok, gents, this is getting out of hand…
Earlybyte, constructive criticism is ok but making demands without listening to explanations is not.
JP made this code, he knows what he is talking about, he took a ton of time and effort to put this into BMS - so with your attitude, I really dont know what better answer you could have got. You have a playable sim, you have settings to play with, 4.33 is in no way a regression from 4.32 by regards to clouds. If you are not happy, deal with it.
Thread closed.