EnglishGermanFrenchRussianPolishItalianSpanish
Log inRegister
 
[MOD] Improved Combat Frame Rate
Post new topic Reply to topic Goto page 1, 2, 3, 4  Next
View previous topic :: View next topic
Author Message
Graxster





Joined: 14 Oct 2006
Posts: 814 on topic

Thank you for registering your game
modified
PostPosted: Thu, 6. Nov 08, 05:39    Post subject: [MOD] Improved Combat Frame Rate Reply with quote Print

Here's a mod for you that tweaks the graphics effects to give you better FPS during combat. I reduced and in some cases removed effects and particle effects. An example would be the little mini-explosions for Fragmentation Bomb Launcher. They're pretty, but not essential to game play. No damage values are changed, just the graphics. I've noticed quite an improvement (no freezing / stuttering in big battles). Check it out and see if it helps you! Smile

Enjoy!

-Grax

SPK



RAR



IMPORTANT NOTE:

I just found a way to make a huge improvement in frame rate (may not work for Vista users). Go to Start > Run, and type in DxDiag. Click the Sound tab and move the acceleration slider all the way to the left so it says "no acceleration".

I went from having my screen freeze for several seconds in big fights to having no freezing/stuttering at all! I hope it works for you!



Last edited by Graxster on Tue, 11. Nov 08, 00:51; edited 1 time in total
Back to top
View user's profile Send private message
corhen



MEDAL

Joined: 16 Oct 2008
Posts: 335 on topic
Location: Angle 225.06, Distance: 7,295.43
Thank you for registering your game
PostPosted: Thu, 6. Nov 08, 07:07    Post subject: Reply with quote Print

sounds great, once i give my new video card a shake down (9800GT oc), ill see if i need it

Back to top
View user's profile Send private message MSN Messenger
Idea





Joined: 24 Oct 2008
Posts: 516 on topic
Location: North Star Intergalactic Corporation(NSIC) in sector 'Memorial of Light'
Thank you for registering your game
PostPosted: Thu, 6. Nov 08, 11:02    Post subject: Reply with quote Print

Agen you are THE MANNN.BIG TANKS

Back to top
View user's profile Send private message Visit poster's website
Scoob





Joined: 27 Feb 2003
Posts: 5426 on topic
Location: Oxford, UK
Thank you for registering your game
PostPosted: Thu, 6. Nov 08, 15:55    Post subject: Reply with quote Print

Hi Graxster,

I've modded my own game in a similar way however the BIG combat slowdown for me happens when mulitple Kyons are hitting their targets.

I first tried to replace the Kyon hit effect with a more simple effect in case that was the issue - I used the Mass Driver's. However this made no difference & the Kyon hit effect doesn't appear to be that fancy anyway... Any ideas? For me the Kyons are the main issue, I don't really have much of a problem with the other effects like FBLs etc.

I'll download your update purely out of interest to see what you've changed Smile

Cheers,

Scoob.

Back to top
View user's profile Send private message
Sandalpocalypse





Joined: 02 Dec 2003
Posts: 4019 on topic

Thank you for registering your game
PostPosted: Thu, 6. Nov 08, 17:08    Post subject: Reply with quote Print

Cut the fire rate of Kyons by 50%, Cut the lifetime by 50%, Double the speed, Double the damage.

See if that helps.

honestly though i bet the problem is more the performance hit of fifty bajillion scouts than the actual kyons...heh.


_________________
Irrational factors are clearly at work.
Back to top
View user's profile Send private message
Scoob





Joined: 27 Feb 2003
Posts: 5426 on topic
Location: Oxford, UK
Thank you for registering your game
PostPosted: Thu, 6. Nov 08, 17:19    Post subject: Reply with quote Print

Hi Sandalpocalypse,

Yeah, you're probably right - I just didn't really have that much of an FPS hit with Kyons in Reunion.

I've already gone the half-ROF route for PPCs & other cap ship weapons. Thought Kyons were already fast enough being beam weapons (I'm aware of the underlying bullet speed) but I'll give them a check later. Actually in Reunion I doubled the ROF & halfed the Damage of Kyons just to make them 'cooler' lol.

Quick slightly off-topic question...is the acuracy of a 'bullet' based on it's rotation values do you know? I'm rebalancing & wanted to make certain weapons more or less acurate depending on their Anti-cap ship or anti-fighter intent. I.e. low damge but will always hit (fighter = toast) or high damage but will miss a fighter more than likely = dangerous to larger ships.

Cheers,

Scoob.

Back to top
View user's profile Send private message
Sandalpocalypse





Joined: 02 Dec 2003
Posts: 4019 on topic

Thank you for registering your game
PostPosted: Thu, 6. Nov 08, 17:58    Post subject: Reply with quote Print

as far as I know, accuracy is hard coded.


_________________
Irrational factors are clearly at work.
Back to top
View user's profile Send private message
homerdog





Joined: 29 May 2006
Posts: 89 on topic

Thank you for registering your game
PostPosted: Thu, 6. Nov 08, 18:02    Post subject: Reply with quote Print

Scoob wrote:
Quick slightly off-topic question...is the acuracy of a 'bullet' based on it's rotation values do you know? I'm rebalancing & wanted to make certain weapons more or less acurate depending on their Anti-cap ship or anti-fighter intent. I.e. low damge but will always hit (fighter = toast) or high damage but will miss a fighter more than likely = dangerous to larger ships.


The best way to do that is to mess with bullet speeds. Faster = more likely to hit. Just remember to adjust the bullet lifetime accordingly or the ranges will get screwed up.

I find that all the projectiles in X3 need to have their speed increased, smaller weapons to a greater extent than larger weapons. A nice side effect of speeding up PPC (and reducing its lifetime to keep the range in check) is that there are less projectiles flying around during battle (better FPS).

Back to top
View user's profile Send private message
Sandalpocalypse





Joined: 02 Dec 2003
Posts: 4019 on topic

Thank you for registering your game
PostPosted: Thu, 6. Nov 08, 18:24    Post subject: Reply with quote Print

The PPC's not really an issue in TC. Gauss cannon might be.


_________________
Irrational factors are clearly at work.
Back to top
View user's profile Send private message
homerdog





Joined: 29 May 2006
Posts: 89 on topic

Thank you for registering your game
PostPosted: Thu, 6. Nov 08, 19:13    Post subject: Reply with quote Print

Right, I need to get out of the X3:R mindset Laughing

Back to top
View user's profile Send private message
Scoob





Joined: 27 Feb 2003
Posts: 5426 on topic
Location: Oxford, UK
Thank you for registering your game
PostPosted: Thu, 6. Nov 08, 19:14    Post subject: Reply with quote Print

Hi,

Yes, I've always done bullet speed mods in X2, X3:R and now TC however I was more interested in how the individual shots diverge as they fly. If this is indeed hardcoded then there's nothing I can do about it. I'd hoped in was a variable within tBullets I'd be able to change. Ah well, not to worry.

Here's another one for anyone who might know...Fragmentation Bomb Launchers...they'll only ever explode at a set range if they've already missed their intended target. I was considering making them more like conventional flak so they explode actually on contact with the target in the same way as if they miss. Not looked at the file in detail yet myself but thought I'd throw that in there. The good thing about FBLs is that you can effectively change the radius of the Flak burst which has interesting potential Twisted Evil lol

Cheers,

Scoob.

Back to top
View user's profile Send private message
homerdog





Joined: 29 May 2006
Posts: 89 on topic

Thank you for registering your game
PostPosted: Thu, 6. Nov 08, 20:32    Post subject: Reply with quote Print

Scoob wrote:
Yes, I've always done bullet speed mods in X2, X3:R and now TC however I was more interested in how the individual shots diverge as they fly. If this is indeed hardcoded then there's nothing I can do about it. I'd hoped in was a variable within tBullets I'd be able to change. Ah well, not to worry.

I know what you mean and I'm pretty sure that's hardcoded. At least I've never figured out how to change it.
Scoob wrote:
Here's another one for anyone who might know...Fragmentation Bomb Launchers...they'll only ever explode at a set range if they've already missed their intended target. I was considering making them more like conventional flak so they explode actually on contact with the target in the same way as if they miss. Not looked at the file in detail yet myself but thought I'd throw that in there. The good thing about FBLs is that you can effectively change the radius of the Flak burst which has interesting potential Twisted Evil lol

I think the flak and FBL should be smart enough to explode in close proximity to enemy ships. I.E. tie the detonation range to the range of the targeted ship.

Back to top
View user's profile Send private message
Scoob





Joined: 27 Feb 2003
Posts: 5426 on topic
Location: Oxford, UK
Thank you for registering your game
PostPosted: Thu, 6. Nov 08, 20:55    Post subject: Reply with quote Print

Hi homerdog,

Yes, if the game could dynamically change the initial bullet duration to the range of the ship that would be perfect...possible via scripting? Hmmm, not sure.

Cheers,

Scoob.

Back to top
View user's profile Send private message
homerdog





Joined: 29 May 2006
Posts: 89 on topic

Thank you for registering your game
PostPosted: Thu, 6. Nov 08, 22:47    Post subject: Reply with quote Print

Scoob wrote:
Yes, if the game could dynamically change the initial bullet duration to the range of the ship that would be perfect...possible via scripting? Hmmm, not sure.

Maybe, but I wouldn't even know where to begin Thinking

Back to top
View user's profile Send private message
Graxster





Joined: 14 Oct 2006
Posts: 814 on topic

Thank you for registering your game
PostPosted: Fri, 7. Nov 08, 01:36    Post subject: Reply with quote Print

Scoob wrote:
if the game could dynamically change the initial bullet duration to the range of the ship that would be perfect...possible via scripting?


Not to my knowledge, you can't. Listen, if you come up with some modifications to TBullets that helps with FPS, don't hold out on us! Very Happy I certainly didn't delve very deeply into really trying to improve FPS to its maximum potential. There are so many variables that contribute to low frame rate, including fight scripts and mission director files, among other things. What I'd really like to see is a Community Project to optimize all these things for better FPS, and merge them all into a single mod.

-Grax

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic Reply to topic Goto page 1, 2, 3, 4  Next
 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You cannot download files in this forum
Control Panel
Login Data
The time now is Sat, 21. Oct 17, 17:50

All times are GMT + 2 Hours


Board Security

Copyright © EGOSOFT 1989-2017
Powered by phpBB © 2001, 2005 phpBB Group
Template created by Avatar & BurnIt!
Debug: page generation = 0.43578 seconds, sql queries = 29