Hey.
I like huge stations with module counts in the thousands, and looking at the module definitions at first sight it sounds plausible to write a script that removes some xml nodes from the station module definitions (like ad signs) to help with FPS.
I just don't have enough time to try and test every little detail on what it does and whether it's worth it to remove or FPS gain will be minimal.
If anyone has any info on what hurts the engine most regarding framerate, and perhaps even point me to the right nodes/scripts that need special treatment that would be great.
I was thinking about things like reducing some of those animation nodes, ads, changing the bounding box for pathing so it merges for nearby modules and ships won't try to path through complex structures, disabling mass traffic around them (if any of these are possible and can actually help).
Most importantly does this makes sense at all or just the models will wreck the rendering thread anyway?
Though i get pretty decent FPS in general around huge stations, there are some dips and lots of ships around hurt FPS significantly - assume that's a pathing issue. The other bad offender is quick cam movements which i assume might be possible to help by reducing the object complexity so less needs to be streamed to GPU memory.
I'd like to clone the important modules that i use to draw up the geometry/bulk of the stations (mainly connections, storage, habitation) so there is no need for global changes.
Any insight appreciated!
Help to lower station module HW resource consumption
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Help to lower station module HW resource consumption
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