Reduced Models to improve FPS - testers and feedback wanted
If you not familiar with the idea, you find further reading here, here and here.
a) Check if the process works for you
b) Share in here what effects you can measure FPS wise
c) and see visual quality wise by removing 1, 2 or more LODs
(first and/or last).
Atm you can only to go for the vegetation and object PBOs:
The unit/vehicle/weapon PBOs do not yet work.
1) First you need to get:
- BisDll_v1.14.rar (or newer)
- ResLodRemover_v1.2.rar (or newer)
from T_D's tools.
2) Second you need to get:
- DePbo3.30.rar (or newer)
- ExtractPbo1.77.rar (or newer)
- MakePbo1.75.rar (or newer)
From mikero's PboDll tool suite.
3) Finally the RemoveResLODs.bat batch file from PvPscene Tweaks.
4) Next put all dll, exe files and the batch file all in one very same folder.
Say you create a new folder on a secondary HDD with enough HDD space free
to process several hundred Megabytes.
5) Now drag and drop an object/vegetation PBO onto the RemoveResLODs.bat batch file.
6) You will be asked during the following process how many first and last LODs to remove.
7) Wait for the process to finish.
8) Put the newly created PBO called OLDNAME_reduced.pbo into a modfolder and load the game.
Watch the ImageShack slideshow to see the changes of removing
the highest Resolution LOD again and again (source pictures for HQ).
Please send your kudos to T_D and mikero for developing and providing the community
with such excellent and powerful tools!
Q: Can you drop a modified PBO on the batch again?
A: Yes you can. Just make sure not to have the PBO in the same folder as the batch file.
Q: Can you remove too many Resolution LODs?
A: Technically not. The tool will always make sure to keep at least one.
Visually quality and FPS wise it is certainly not wise too remove too many.
Q: Can you remove LOD switching completely?
A: Technically yes, but think about the consequences. Resolution LODs are
in to use less complex models at distance to avoid FPS dragged down.
So if you remove too many or all but the highest Res LOD, you will run into
That said for grass it may work to keep only the highest or second highest
Resolution LOD; therefore no longer have LOD switching for it and still
maintain a reasonable framerate.
So in general you may want to reduce the first or the first two Resolution
LOD. In addition maybe the last or two last Resolution LODs.
Q: How to test the FPS changes?
A: Unfortunately the BI benchmark missions are not suitable for that as the AI
easily influences the result and the missions are not too focused onto areas
So it is up to you and the community to make a suitable benchmark mission.
It should be a simple camera sightseeing flight through demanding areas.
Q: Can this be used in MP
A: For now personal modifications can only be used with server that allow personal
addons (in other words have the signature system off).
The overall plan is to find out good settings, make an addon out of it, ask BI for the
permission, sign it and put it up for everyone to download.
Q: What is the WriteResLODsToFile.bat about?
A: It can generate you a list of the p3d files inside a PBO with their
respective number of Resolution Lods.
Q: What does this list help?
A: Some objects have only three Res LODs, while others have up to nine or
more. For example you may want to remove reduce the grass to one Res LOD,
while for trees you want modify them differently.
In other words in the end you want to customize the complexity reduced per
model / P3d file.
Q: What are the *BatchProcessing.bat files about?
A: They allow you to hard-wire the location of the tools used instead of
having all tools and the batch in one folder. At the top of the batch file you
can set your custom path.
Last edited by .kju [PvPscene]; Dec 11 2010 at 16:06.
THANK YOU T_D, Mikero and PVPscene.
You really have made my day.
I had a crack at doing this recently with the older tools but obviously failed, ive used it to quickly remove the first two lods from plants_e (batch file makes it so easy) and have a massive grin on my face as a result, the OA vegetation was way too heavy for my old GPU (8800GTS) so AA was a big nono. After removing the first two lods all now seems fine.
I really cant thank you enough, its reduced my clutter a bit too too much i think but will spend some more time with the tools later today to get it just how i want.
Honestly...I cant thank you enough.
Last edited by xmongx; Dec 11 2010 at 19:26.
Added FAQ item in response to Cyborg11's valid point.
always nice to be appreciated xmongx. thank u
Added batch file(s) to remove MipMaps (textures) thanks to T_D!
Get MipMapRemover_v1.3.rar from T_Ds place and the new batch files.
Master Gunnery Sergeant
I love you
Hi, I tryed some modification to plants2*.pbo. It seems that I get the real boost in FPS by removing first 3 highest LODs on tree.
I benchmarked it, driving an M2 Humvee on a road cutting through a forest. It pass from 14/22 FPS to 25/33 FPS but the trees are ugly. By removing only first 2 LODs I get 19/27 FPS and the trees are good enough.
I have only 1 FPS boost If I remove first highest LOD from all others plants.pbo.
I can't remove lowest LOD because it hits too much my FPS (all -2H -1L, i get 9/14 FPS).
Intel E6400 2.13Ghz overclocked to 2,25.
ATI HD5670 1 GB
XP pro 32bit
4 GB ram
Res: 1280x1024 rendered to 1600x1280
View distance: 2442
And now a question: what's the difference with mipmap remover?
The MipMapRemover removes the 'textures', while the Resolution LODs are about
'faces/polygons' (think of bricks to build a lego model).
This is for example one main texture of the A10. It is 2048x2048. Mipmaps are
downscaled versions of the same texture applied when objects are further away.
So the MipMapRemover can remove the 2048x2048 texture (or more lower resolution
textures). This reduces the size of the texture and of the PBO significantly.
Suma said that the texture instances is very fast. So at least when you have
a 1 GB VRAM card, textures might not be a performance issue.
Still it is worth to test - it may reduce or remove micro stutters, if they are due to
texture loading from the HDD (and therefore the HDD read speed / transfer time to
RAM/VRAM is a bottleneck).
Last edited by .kju [PvPscene]; Dec 13 2010 at 10:34.