Plasma_Wolf wrote:Ok, I just did 700 ASFs vs 700 ASFs in a small sandbox game.
My computer:
- AMD Phenom II X4 945 (3 GHz).
- 4 GB RAM.
-Ati HD 4850 graphics card.
I've done a game on Setons where I forgot to turn the mod on and the framerate fluctuated between 10 and 18 FPS. depending on how close I zoomed in. It went closer to 18 FPs at the moment I zoomed out to the point where the strategic icons became visible.
I've also done a game on Seraphim Glaciers where I had the mod on and there the lowest framerate was somewhere between 7 and 9. I don't know the highest, but it would probably be at 15-17 then. I did notice that there was a weird shaded ring below one of the aircraft. Seemed like a range ring but it was all shadows and it wasn't a perfect ring. The distortion from something that was underwater seemed to continue on land. I'm not sure and I'll try post a screenshot if I encounter it again.
The first game was a solid victory for me (186 ASFs remaining), but in the second, I had to cheat in a second batch of 700 ASFs to kill all enemy fighters.
Quite valuable information, however I need to know a few more factors:
1. Range rings, range rings drain a LOT of FPS, the less ASF you have selected, the less lag there will be. And if you have them always turned on, the same applies aswell (best way to make a true controlled experiment of this is to leave them always on since then you remove the FPS difference between selected and non-selected)
2. If possible, testing on the same map would be good, however that shouldn't play much of a role, at least not on official maps. On custom maps it gets complicated because sometimes trees are placed in such a way that they make the game lag.
3. Same zoom distance is important, good to see you've mentioned that, and that approximation of the FPS sounds about right (when you have the mod turned on on sera glaciers), however I would need a more exact FPS number here.
That shading ring thing is peculiar indeed, does it happen in the replay aswell? If it does, screenshot it and post it here. I've no idea what could be causing this, since I've never seen or heard anyone see anything like that before.
Thanks for the feedback so far, it shows my assumptions that the trails do lower the FPS by a few %, but not that much, are at least somewhat correct.
EDIT: another thing that needs to be a controlled factor in these experiments is that the ASF are fighting
over land. This is due to a bug that keeps repeating the trail emitter even though the ASF landed in water and is sinking. (it stops when it reaches the bottom, but while it's sinking, it's still adding to the particle count.) So make sure all these tests are done over land. I will try to fix this bug for V7