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Trees, fps and binocs. My theory


elegance
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The fps drop depends on how many high lod trees you are looking at. Not a problem for me when looking at 1, 2, 3,4 or 5 trees in a row with binocs (in a row NOT next to each other). However 6+ high lod trees in a row does reduce my fps by 40% when looking at them with binocs. The trouble is that I dont even see the, for example, trees 5 to 8 yet the engine thinks it needs to render every leaflet on the hidden trees in high detail although if the culling would ever work properly in this game (big town sucky performance hello thar) it wouldnt need to draw them at all and there wouldn't be any fps loss. It may work ok for non zoomed view but definitely doesnt work for zoomed view. So the problem IS with the game engine not speedtrees, let alone our hardware (by that I mean people with at least 512MB video Ram on semi decent vid card, 8800+, 4800+ series). My theory at least.

Win7 64, i7920@stock, 6Gb, Radeon 4830 512Mb

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Tested it in Heinsberg on the conifers behind ab infantry spawns. I couldnt figure out why when zooming on 1 cluster of trees my fps didnt go under 100 (did actually go up) and when zooming on the other one my fps went to 60. Then it dawned on me that its the number of trees in a row that really matters, no matter if they are visible or hidden.

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Tested it in Heinsberg on the conifers behind ab infantry spawns. I couldnt figure out why when zooming on 1 cluster of trees my fps didnt go under 100 (did actually go up) and when zooming on the other one my fps went to 60. Then it dawned on me that its the number of trees in a row that really matters' date=' no matter if they are visible or hidden.[/quote']

It's called occlusion culling. We don't have it.

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