this is a little little tutorial on how to increase your vegetation performance impact on FPS:
Originally Posted by [b
this is a little little tutorial on how to increase your vegetation performance impact on FPS:
Originally Posted by [b
Interesting Linker Split - did you do large scale tests yet?
Maybe bring the idea to the attention of BI if it works well.![]()
By using NormalMapThrough instead of NormalMapSpecularThrough you remove specular highlights on leaves, which makes the computations easier (shader is shorter). I understand this can bring better performance.
As for NoAlphaWrite, I do not see how could it bring any performance. Did you measure it without this flag? I expect NoAlphaWrite to cause significant artifacts when shadows are casted on the tree using it, therefore I suggest avoiding it.
Ondrej Spanel, BIS Lead Programmer
What sort of FPS changes are you seeing in ArmA itself? Buldozer running in a window might not be that representative.
I thought it was mainly the specular setting that would cause the bump in preformance, as we have seen that happens when using the LowPlants mod. I believe that using just that method you would get a performance slightly worse than using the lowplants mod. Just my opinion.
Click here
Spoiler:
I checked also without NoAlphaWrite flag, it's the same result...
Also, seems that what really causes lag is (obviously) shadow casted on both ground and objects.
I got a slightly FPS increased performance when testing this new RVMAT on my HDT island (which got a lot of plants), but if I enable then the shadow setting, then FPS decrease again
#EDIT
Can the textures have a performance impact on FPS?
I mean, I saved my vegetation Normal map with _novhq suffix, instead of _non one... but I got no differences.
I also tried to use the normal map parallax (_nopx) and the normal map Fade (_nof), still the same...
Why you BIS left the TexConvert.cfg editable, while even if i try to change the compression method for one class (for example from DXT1 to DXT5), texView 2 still saves the texture with the default compression method?
OK, this is of interest to me, as I have large forests of custom trees![]()
Fire And Smoke for ArmA2: JTD_FireAndSmoke v0.2
For better future effects addons, please vote for this ticket.
This is what O'hara said on this forum (I can't find the source)Originally Posted by [b
Basically BI will not implement it until ArmA2... is this still happening? Is this still true?
if so, basically we island makers are screwed.