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Game__On

Why do buildings destroy framerates ?

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Are they special buildings ?

I mean, you'd think that grass and trees would take a bigger toll , but it seems that walls for some reason make framerate drop immensely.

Anyone can tell me why that is ? I don't understand.

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I've always thought that buildings are more CPU hungry than some trees.

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More polygons go into a building compared to the tree models, plus foliage is basically 2D textures arrayed about to simulate actual grass and leaves and whatnot.

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You know what, i would be fine with the idea of most buildings (except radio antenna's and stuff) NOT being able to be destroyed if it would gain performance.

I mean the animation of a building getting destroyed looks awfull anyway. (it just sinks into the ground and then a ruin pops up, looks horrible).

Can't they either make it so that the underground building gets deleted, OR if that is impossible, make it so that most buildings just cannot be destroyed ?

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And polygons are drawn by the CPU , right ?

No, nothing is drawn by the CPU.

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A lot of buildings have more than one texture sheet, also, they can end up having quite complex shadow/fire LODs which need processing.

I think they generally have greater "section" counts than trees- texture/material combinations which all adds up to slow things down.

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No, nothing is drawn by the CPU.

Wired frames are, aren't they ?

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@ Deadfast : Terrain not drawn by the CPU ?

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@ Deadfast : Terrain not drawn by the CPU ?

Drawn = Graphics = GPU

Terrain maybe you think of the HD streaming but still Drawn by GPU

Building Lag comes from being not only Poly heavy when complex but configged Entity /Class that has material files / doors / hitpoints/ particle effects / ruins etc etc .

Edited by Sealife

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Line of sight - calculated by CPU.

AI in town = calculate LOS * AI count.

Single player in town with AI = all calculated on the same core.

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