Tomcatz ShipYard
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So this is great.
I disagree… it’s maybe sounds normal because carrier is usually at relatively empty vicinity but still, that is 1 object man, 1 object which cripple my system FPS (not so easy to do) in orbit view. And again I’m not complaining about quality, or say that model doesn’t need to be beautiful but I’m sure that 3D experts can optimize it a bit more, give up some unnecessary polys which are unseen (for example), give up some details or change some parts to have less polys while keeping high-quality shape… I’m no expert but you know what I mean.
I’m running MS quality 2 and force AFx16 via Nvidia driver, but my FPS are usually much higher than 35. And I don’t mean 35 is what you get with the carrier, its in orbit view which is pretty close, from cockpit flying close to it, I got ~40-60 depend on distance and I guess depend on which carrier LOD was on.
what u have at Kimpo?
At Kimpo here with same GFX settings:
On runway looking at most detailed buildings area - 40
Flying towards AB, distance ~1-2NM, cockpit view - ~55-60
Same with TGP on - ~35 - TGP does cripple a lot in Kimpo, I guess the double rendering with all the objects does load on the card.But you know Kimpo is a huge area with dozens ob objects… and yes I know carrier is also just a base to take-off from but its a single object…
Bottom line I’m sure it can be pushed to get some higher frames.
@Tom thanx a lot for taking into attention what we suggested Please, you made lower LODs so you have the will, please get in contact with BMS/3rd-party modelers that can help you change/modify/smooth/optimize/whatever you guys do to get all this stuff DB standard and finally into DB. This will be a huge boost to the poor 3D state of naval vessels in the sim
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@Tom thanx a lot for taking into attention what we suggested Please, you made lower LODs so you have the will, please get in contact with BMS/3rd-party modelers that can help you change/modify/smooth/optimize/whatever you guys do to get all this stuff DB standard and finally into DB. This will be a huge boost to the poor 3D state of naval vessels in the sim
It’s called chop off… :rofl:
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About having many LOD’s may I ask and comment here…
Browsing at the database I see many many LOD’s in distances where u can’t see nothing. So why have them there?
Also according to the above let’s say a Carrier is seen how far? 10 km’s or 20 with good clear weather conditions? I will go 15Km as an average that’s 9.3 miles and 49212ft. In the database in many cases u see LOD2 kicking in at 50000 or more often 100000 and above… u can’t see shit from this distance… not a vehicle or a building.
50000ft=15km or 9NM
100000ft=30km or 18-19NM
So having such values I believe it makes it heavier for the engine cause it tries to render something that will be like a needle’s nose. Needless to say it’s pointless.Arty, we never said, that the current DB is perfect. We can even says it’s totally porked. All the old stuff needs to be checked and fixed, but if you have browsed the whole DB, you can see it’s a huge task (which is in progress).
What we want, is not to reproduce the errors from the past and have new models that are built in an clever way. -
@Tom thanx a lot for taking into attention what we suggested
+1000! Really nice to be able to have that beauty for the next few years on Falcon4!
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@Buzzz thanx for the info
I also started something like this as I saw many strange values there like 100000 in LOD distance value… many models that are just wireframes with 100000 values… and others like LOD1 perfect and other LODs totally different model… as u said porked…
R u using any new tool or the known?
A good speed way I found was desktop macro usage… recorder mouse clicks and keyboard inputs to minimize user input… lol
If Lodeditor had keyboard commands for every button it would be much easier to use a macro recorder…
After some about 1.000 clean up edits I gave up cause between edits for my models and switches I fubared the database and had to start from scratch… well I gave up and focused on my projects…
I wish u curage on the task… very much needed and very painful my thoughts r with u…
Also the most painful must be that only one person can do those changes at a time u can’t split the job and then merge them… (I think so…???)
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The only new tool I use is the 3DDB builder. I only use LE to open the models for checking them.
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@RAM22:
I haven’t looked at it or installed it but most likely if it doesn’t have a LOD # then it is LOD1.
RAM22
OK, started to do this, and then I came across a file (One of the russian ships I think…) that did have a LOD1 and just a LOD file……which confused me…Can anyone confirm what to do in that scenario? They cant both be LOD1…
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The only new tool I use is the 3DDB builder. I only use LE to open the models for checking them.
Is it free? or BMS team only???
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Just few poly values about Kimpo building…
For the Principal Domestic Terminal. (Normal model)
LOD0 = 4400
LOD1 = 3900
LOD2 = 2100
LOD3 = 1300For the Secondary Domestic Terminal. (Normal model)
LOD0 = 780
LOD1 = 600
LOD2 = 243
LOD3 = no LOD3For the Secondary Domestic Terminal. (Damaged model)
LOD0 = 780
LOD1 = 600
LOD2 = 243
LOD3 = no LOD3For the Secondary Domestic Terminal. (Destroyed model)
LOD0 = 1800
LOD1 = 1200
LOD2 = 560
LOD3 = no LOD3…
Tis is the right way top work … This is of course much more difficult and demanding than doing a single high ploy model.
Wellcome the junkyard
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Lol those values are totally wrong. Lod1 must be the smallest value lod4 the biggest as lod1 is for highest detail thus more Poly’s and lod4 for lower detail thus less Poly’s also such close to each other values are pointless. Maybe from Lod1 to lod2 but the rest?
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Lol those values are totally wrong. Lod1 must be the smallest value lod4 the biggest as lod1 is for highest detail thus more Poly’s and lod4 for lower detail thus less Poly’s also such close to each other values are pointless. Maybe from Lod1 to lod2 but the rest?
Ask Amraam … seams that you better know than him. (I could have made a mistake copying what he said to me about Kimpo’s lod. (?) )
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Sorry but this is what was said and is there all those years. If u look at the database all entries are as I say. Now if that has changed in a way and we r not informed is another story… I will look at it. If that is the Case than m8 u just posted a serious bug and the solution for low killer fps at Kimpo.
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Arty, are you drunk buddy??? the numbers are good! this are poly or tris count of the models and NOT LOD distance… :mrgreen:
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Lol sorry I thought it was distances. I’m on the tablet and passed the list a bit quickly… oops me bad.
This is what happens when an oldfart messes with High Voltage cables :rofl:
And I was about to fry DeeJay about the Dark Side once more… Damn u spoiled it… :lol: -
Arty, are you drunk buddy???
LOL, believe it or not, this is his normal SOBER self!!!
RAM22
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And I was about to fry DeeJay about the Dark Side once more…
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Tom Catz, thank you for everything you have done for Falcon !!! This is great stuff!!!
i use all your previous modifications ~2 GB online & offline without any problems
Who cares for -5 fps(max -10 fps)….I got old PC based on Pentium D 3.4 GHz ATI 4870 & 6GB RAMThe only problem is that links for downloading doesn’t work
Where can I download ships?
I got all other stuff that you have made, but I can’t download ships…Tom Catz - The legend of Falcon BMS
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:uham:
Frame rates in video games refer to the speed at which the image is refreshed (typically in frames per second, or FPS). Many underlying processes, such as collision detection and network processing, run at different or inconsistent frequencies or in different physical components of a computer. FPS affect the experience in two ways: low FPS does not give the illusion of motion effectively and affects the user’s capacity to interact with the game, while FPS that vary substantially from one second to the next depending on computational load produce uneven, “choppy” movement or animation. Many games lock their frame rate at lower but more sustainable levels to give consistently smooth motion.
A culture of competition has arisen among game enthusiasts with regard to frame rates, with players striving to obtain the highest FPS possible, due to their utility in demonstrating a system’s power and efficiency. Indeed, many benchmarks (such as 3DMark) released by the marketing departments of hardware manufacturers and published in hardware reviews focus on the FPS measurement. Even though the typical LCD monitors of today are locked at 60 Hz, making extremely high frame rates impossible to see in realtime, playthroughs of game “timedemos” at hundreds or thousands of FPS for benchmarking purposes are still common.
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:uham:
So your entire argument consists of copying and pasting 2 paragraphs from wikipedia, without even referencing what you’ve just pasted or commenting in any way?