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Author Topic: CUP and Expected FPS  (Read 12537 times)

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KiwiBiggles

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Re: CUP and Expected FPS
« Reply #36 on: February 07, 2016, 08:19:30 PM »

Ok:

TexCompress=2
TexFlags.TexCompressARBExt=1

Black Death frame rate still stuck on 35.  Fer f***s sake!  :-|

I still don't like the way texture compression looks, BUT it does let me open Cannon's big Channel map, as has always been the case for me.



So, this is what my benchmarking has learned me:

1. Make sure you're installed to the latest level of C.U.P.--lots of bugs have been squashed along the way.

2. If you are suffering low frame rates, try turning off flybys for a handy boost:

[Mods]
RandomSplash=1
netCallsign=
ToggleMusic=1
Flyby=0
FlybyFov=60.0

3. If you can't open the big, heavy maps, try texture compression:

[Render_OpenGL]
TexCompress=2
TexFlags.TexCompressARBExt=1


4. C.U.P. is slower than stock, and slower too than modact (as delivered out the box) bearing in mind that an un-modded modact is virtually stock except for instant logging.  Why C.U.P. should be slower in the case of Black Death (a stock ntrk)--I surely don't know.

5. Instant logging, in itself, doesn't cost FPS, but it does if it's writing big logfiles.  If it's writing big logfiles, instant logging is your least problem!

6. If you got some buck$, get yourself a faster CPU, it's probably your best bet.  See here: https://www.sas1946.com/main/index.php/topic,48558.msg531488.html#msg531488

7. Don't worry, be happy.  Even if your Black Death runs aren't setting the world on fire, if you write yourself some sensible missions on sensible maps, your FPS will be pretty good. (That's what I'm gonna go do now.)  ;D

All of these things have been said before, but benchmarking appears to confirm it.  :)
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SAS~Malone

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Re: CUP and Expected FPS
« Reply #37 on: February 07, 2016, 09:56:13 PM »

i notice an issue i used to have with the OpelBlitz truck itself in that last pic, KB - some of them are missing their wheels completely.
i struggled with them myself for quite some time, and it was fix after failed fix until i became hugely frustrated. when it was eventually fixed, i sadly don't recall now exactly which of the numerous 'fixes' offered was the correct one..
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.....taking fun seriously since 1968.....  8)

vpmedia

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Re: CUP and Expected FPS
« Reply #38 on: February 07, 2016, 10:10:07 PM »

I'm really sorry that it didnt work, I dont exactly know whats going on because I dont have CUP.
Maybe CUP has different versions of these trucks. A proper fix would require the vehicle mat files to be extracted and corrected (needs a filelist.txt with CUP specific entries) then you could load these mat files from the #WAW folder or repack the sfs. But theres no guarantee that this would fix every fps problem.

In my install I dont have any mods which would make major changes to the game engine, so theres no engine mod, visual mod, command and controll, no ship extensions, etc just a basic upgrade of the stock game with many added sounds, maps, objects, vehicles, aircraft, which doesnt have any fps impact. I think thats the main reason that i got 60+ avg fps on an i3, gtx550, basically an office pc ( http://i.imgur.com/cFhMHtv.jpg ).

vpmedia

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Re: CUP and Expected FPS
« Reply #39 on: February 07, 2016, 10:36:30 PM »

I've looked into it and it looks like I forgot to fix the Maultier, now its good.

You can see that it doesn't impact my fps, even if I place twice as many as in that column.

This is how 'stress testing' is done: :)



it will even work when there are 110 trucks



column fps

Moezilla

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Re: CUP and Expected FPS
« Reply #40 on: February 08, 2016, 09:36:52 AM »

Hi KiwiBiggles,

Here's some more data for you...

Ran Black Death with CUP WAW20 MAP14 with only MissionProCombo enabled in JSGME.

Started frame counter at 0:03.

[System Specs]
i7 4770K @ 4.3GHz
16GB RAM
nVidia 780GTX
24" Monitor : 1920x1080@60Hz

[nVidia settings]
Vsync: On
Triple Buffering: On
Power Management Mode: Prefer Max Performance

[Conf.ini]
Code: [Select]
[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=1
TexFlags.UsePaletteExt=1
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=0

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=3
LandShading=3
LandDetails=2

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=4
Effects=1
ForceShaders1x=0

PolygonOffsetFactor=-0.0625
PolygonOffsetUnits=-3.0

[Mods]
RandomSplash=1
netCallsign=
WepEffect=0
Flyby=0
;FlybyFov=60.0
ToggleMusic=1

[Log]
~600KB and no errors regarding missing vehicle resources for Black Death.

[Result]
avg:58 max:72 min:22

To compare I ran stock 4.12.2 with the same conditions as above and the result was:
avg:59 max:69 min:36

Moe





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Vortex

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Re: CUP and Expected FPS
« Reply #41 on: April 27, 2016, 12:30:36 AM »

Normally my FPS are OK but Maps with Aircraft Carriers are a no go. As soon as they start shooting the fps drops down to 3 or so.
I have this Problem atm with a DCG Okinawa Campaign.
I have have activated the low FPS Smokemod, it helps a bit but it does not change the frame cutting explosions and tracers and whatnot stuff from the aircraft carriers.

Is there a mod somewhere maybe for tuning down the ships a bit?
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