You can experiment with mission editor and scripting very easily to see what really taxies the CPU frametimes. Sure.but the more units on the scenes, the more poligons, the more draw calls.put it all together with the simulation engine, the AI the Scripting (all on that tiny lonely CPU core) and you have many answers. You can read more about them here: to the OP, I wouldn't count on Vulcan to significantly improve performance. ![]() The more objects you have on the screen the more draw calls need to be generated by the CPU. It's mostly a thing called "draw calls" - in a nutshell a command generated by the CPU that tells the GPU what to do. The thing that bogs down our CPUs are not necessarily scripts, AI, or even simulating the aircraft. So AI shoots another AI in 200 km away and your FPS drops because that. ![]() Now if the CPU does anything else at all than the player aircraft, it starts to affect graphics. So could the Vulcan come to help? Certainly if it can give override to graphics to run at maximum performance while CPU is crunching the scripts for AI. Graphically we are plateaued, what now here and there some bugs cause performance issues.īut the CPU is serious limitation because script engine is just bad, we run unnecessary things for each AI unit that gets added etc.
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