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Helmut_AUT

Performance Tests...

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Can someone else try this - for me it works not satisfying:

1) Stand in front of a house wall, very close, so that you can't see anything but the wall all across the screen.

2) Look at the ground.

3) Look at the sky.

Weird enough, I rarely ever get really good framerate doing that. Normally if you stand in front of a wall, the game should cull all other 3d objects from rendering and give you very high FPS. I'm not sure A2 does that, it doesn't for me - no 60 FPS (vsynch limit) reached.

Of course, use an empty editor to have no AI on the CPU slowing you down.

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Yup sounds like they are holding the rendering of everything in a region, maybe its some idea implemented thinking it would speed things up generaly in busy situation.. That would mean the game would have to be aimed at soley high end systems that even today most have not got to build yet id say.. same old story..

Could also be an oversight of course, time will tell. But the guinea pigs must keep noticing these things so hehe lets continue :D

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Tried it? I'm really curious if culling works that way, or doesn't. Normally this would provide a kind of balance- you might be looking down at a village, see a lot of houses in the distance, but at low detail - as you move closer, you see more detail per house, but less in total, so framerate should be somewhat constant.

Here it seems that as you move closer, the amount of objects rendered is not reduced.

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I personally have experienced occlusion culling in Arma2, sometimes it's even slightly bugged so you can actually see it working. For example in some rare situations you can see background objects pop in when you look around the corner of certain buildings. Not sure whether I can reproduce it, as it's only happened to me once or twice and I can't remember where.

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Yeah you can catch it happen sometimes out the corner of your eye but I think the whole issue is, is it working as intended, and not causing degrade in performance due to badly implemented/code issues.

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