Jump to content
O.Languedoc

Custom Texture affecting FPS

Recommended Posts

Hi, 

 

We started creating custom textures for vest, helmet, vehicles, etc,, in our unit. 

 

We were thinking about making a different version of the same vest for every operator. A question arose in the groupe.

 

Will our FPS suffer if all our operateors load a vest or different vest with custom texture ?

 

Compared to 

 

DIfferent vinalla vest for each operator.

 

 

We are running, ACE, MCC, TASKFORCE, CUP. Some member are wondering why our mission have less fps then an EXILE or LIFE  server with 40players. We have a good box with headlessclients.

 

 

What do you guys think? 

 

 

 

 

 

 

Share this post


Link to post
Share on other sites

It depends partly on the resolution of the textures used. If they're no larger than 2048x2048 (the default size for most BI unit/vest textures) there will be little to no difference in overall performance if you have 30 vests using the new textures (1 each) as opposed to 30 different BI vests using 30 different textures). The only performance impact would be if the addon is badly coded and/or you attempt to hook eventhandlers in to the unit's (as an example) using the vests that could potentially cause extra CPU load.

Share this post


Link to post
Share on other sites

Just To make it clear. We want the name of the operator on his vest. So in exemple 30 textures are loaded in the scène compared To only 1 if we use the vanilla version without name.

Share this post


Link to post
Share on other sites

Well 30 vests with 30 different textures is obviously going to have a greater performance impact than 30 vests with 1 texture since you're having to load 29 additional .paa files from the disk and commit them to memory.

It brings you closer to the limit of your VRAM, so stutter will be more frequent as objects enter and exit the scene and need to be re-loaded from the disk more often than they would be if there was more space to keep them in memory until the next time they are needed.

 

I'm not sure of the extent to which that will effect a server rather than rendering the scene on the client's PC though: I'm not familiar with what the client/server relationship is when it comes to rendering the game.

Share this post


Link to post
Share on other sites

One workaround might be, to create a special custom vest that uses a 'name' texture (a texture with all the unit names you need, where the model has different UV selections for the individual names) - it's a bit of work, but could be a solution? Or, maybe a vest proxy, with a series of names on a _ca texture? Not sure, just throwing some ideas into the mix :)

  • Like 1

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×