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Author Topic: Performance  (Read 1066 times)
Shepard62700FR (School Mod)
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« on: January 16, 2009, 01:41:44 PM »

Hello,

This is the first message, suggestion in Am COOP board, so here is my suggestions :

Remove these :

Physics
Shadows
Bloom
Shaders

To improve performance and have more players.
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Foxtrop
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« Reply #1 on: January 16, 2009, 06:00:13 PM »

Remove Glow and physic i agree
shadows, and shaders, let the player choose
maybe the cool effect that happen when you shoot or be hit, blur i guest it make go down the fps...
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Highlander
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« Reply #2 on: January 17, 2009, 05:27:04 AM »

Graphics, including shaders, bloom, and shadows shouldn't cause a slowdown in coop mode, because they are calculated for each client exclusively, meaning that they can't cause a bigger slowdown than they'd normally do in SP mode, these effects aren't shared between clients in any way. There will be a slowdown, but only because the game will have to calculate and render the extra player models.  futaba

Physics are another issue, because SysOp's "physics" are calculated on the server, and that could slow stuff down, since that information has to be channeled to all the clients from the server.

Removing these doesn't seem too..... logical to me. Players can toggle all these effects off with cvars if their computers can't handle them.
« Last Edit: January 17, 2009, 05:40:32 AM by Highlander » Logged
Shepard62700FR (School Mod)
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« Reply #3 on: February 11, 2009, 04:05:21 AM »

Graphics, including shaders, bloom, and shadows shouldn't cause a slowdown in coop mode, because they are calculated for each client exclusively, meaning that they can't cause a bigger slowdown than they'd normally do in SP mode, these effects aren't shared between clients in any way. There will be a slowdown, but only because the game will have to calculate and render the extra player models.  futaba

Physics are another issue, because SysOp's "physics" are calculated on the server, and that could slow stuff down, since that information has to be channeled to all the clients from the server.

Removing these doesn't seem too..... logical to me. Players can toggle all these effects off with cvars if their computers can't handle them.
Yeah but if a player disable physics and another one enable it and shoot a func_phy, there will be a big problem, because the physics isn't updated on the client who disable it but updated at who enable this feature.
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DiamonD
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« Reply #4 on: February 11, 2009, 06:11:41 AM »

I think one of the things that make AM stand out is because of these fancy effects. I'd hate to see these gone from the final candidate release.

I agree with Highlander, having them toggleable via options menu ensures the best.
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Highlander
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« Reply #5 on: February 11, 2009, 10:19:42 AM »

Quote
Yeah but if a player disable physics and another one enable it and shoot a func_phy, there will be a big problem, because the physics isn't updated on the client who disable it but updated at who enable this feature.

That's why it has to be set by ther server.
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SysOp
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« Reply #6 on: February 12, 2009, 03:14:28 PM »

The performance it's related to the network packagues. What the server sends to each client and what it doesn't. The only thing that is done exclusively by the server are the physics' calculations.

Bloom, shadows, postprocessing effects and all of these are done on the client side (aka: the guy who connects into a server). Those can be turned off anyways.
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jpf_flema
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« Reply #7 on: February 12, 2009, 07:20:05 PM »

no le quiten nadaaa
que tenga opcion para elejir el nivel de detalles
pero el juego esta...creo que la palabra seria mal optimizado
en computadoras que corren perfecto el Half-life 2 EP2, el arrange mod anda a 15FPS en detalles altos
pero igual...me importa poco y nada que este mal optimizado
ver GoldSource al alcanze de SourceEngine es INCREIBLE  wink2
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SysOp
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« Reply #8 on: February 13, 2009, 03:07:11 PM »

Mmmm... es verdad, pero tambien hay que ver algunas cosas de código que esa version tenia y la nueva no tiene. O sea, la version anterior tenia algunos fallos comprobando cvars (variables de consola) por lo que hacia que el codigo de las sombras se ejecute sin estar las sombras.

Ademas habia un problema con los postprocessing effects que hacia que se ejecute antes de inicial al jugador. Entonces es como que hacia un loop innecesario sobre otro loop que no tendria que estar. Y eso comia 40 FPS  Sad

Un mapa bien optimizado, suponete, Am Demo 02, y con los detalles en medio no causa ningun problema. Fijate en Advanced, ahi deberias ir probando. petus
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