Game__On 10 Posted December 8, 2013 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. Share this post Link to post Share on other sites
St. Jimmy 272 Posted December 8, 2013 I've always thought that buildings are more CPU hungry than some trees. Share this post Link to post Share on other sites
lkincheloe 12 Posted December 8, 2013 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. Share this post Link to post Share on other sites
Game__On 10 Posted December 8, 2013 And polygons are drawn by the CPU , right ? Share this post Link to post Share on other sites
f2k sel 164 Posted December 9, 2013 It's even worse if you destroy them http://feedback.arma3.com/view.php?id=16471 Share this post Link to post Share on other sites
Game__On 10 Posted December 9, 2013 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 ? Share this post Link to post Share on other sites
Deadfast 43 Posted December 9, 2013 And polygons are drawn by the CPU , right ? No, nothing is drawn by the CPU. Share this post Link to post Share on other sites
meshcarver 12 Posted December 9, 2013 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. Share this post Link to post Share on other sites
Game__On 10 Posted December 9, 2013 No, nothing is drawn by the CPU. Wired frames are, aren't they ? Share this post Link to post Share on other sites
oldbear 390 Posted December 9, 2013 @ Deadfast : Terrain not drawn by the CPU ? Share this post Link to post Share on other sites
Sealife 22 Posted December 9, 2013 (edited) @ 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 December 9, 2013 by Sealife Share this post Link to post Share on other sites
jiltedjock 10 Posted December 10, 2013 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. Share this post Link to post Share on other sites
NeuroFunker 11 Posted December 10, 2013 Maybe before continuing endless thread spam, you should read the forums first? http://forums.bistudio.com/showthread.php?169682-the-houses-and-ruins-are-the-mp-problem&goto=newpost is that thread not worth reading for you? Share this post Link to post Share on other sites
henri 10 Posted December 11, 2013 can't those buildings be cached? Share this post Link to post Share on other sites