FPS Drops

Get support for Unvanquished.
Forty-Two
Mantis
Posts: 104
Joined: Wed Mar 14, 2012 3:08 pm UTC
Location: The Netherlands
Contact:

FPS Drops

Post by Forty-Two »

I think I posted about this before, but now imma do so again, because I have screenshots to back it up.

Tremulous:
Image

Unvanquished:
Image

Tremulous:
Image

Unvanquished:
Image

Tremulous:
Image

Unvanquished:
Image

It made me fail miserably at any match I played on Unvanquished, and I'd fail already. It's quite frustrating, really. Any ideas?

0 = 0
Quod erat demonstrandum.

User avatar
ViruS
Granger
Posts: 1020
Joined: Sun Mar 11, 2012 4:24 am UTC
Location: Antartica - West Australian Post shore
Contact:

Re: FPS Drops

Post by ViruS »

On my old computer i actually got a higher fps boost rather. (the one that often "times out" before entering the game when loading the map)
However the fps boost doesn't seem enough with md5 models.

ImageImageYou[TubeImage

User avatar
JOURNEYMAN
Dragoon
Posts: 339
Joined: Thu Mar 08, 2012 9:42 pm UTC

Re: FPS Drops

Post by JOURNEYMAN »

I also get fps drop every time I'm near acid tubes. Doesn't seem to matter whether I'm in the same room as the tubes or not. As long as the tubes are near, the fps drops. Teslas also seem to drop fps but not as much as acid tubes.

Grab reality by the balls and squeeeeze!

Image

User avatar
Fuma
Programmer
Posts: 58
Joined: Wed Mar 07, 2012 6:49 pm UTC

Re: FPS Drops

Post by Fuma »

The first post is comparing apples and oranges.
Tremulous's acid tubes are a few hundred tris at most, with nothing more than a diffusemap.

Our acid tubes are 5000 tris each, and come with diffuse, specular, and normal maps.
Additionally, they are skeletal animated models, which is much more taxing on your CPU if you use the "vanilla" renderer.

You can try using cg_highPolyBuildableModels 0 to use the old Tremulous models.

Another overhead we have by default that tremulous does not is the buildable range markers.
Because they are so big, they can quickly eat up your fillrate.

You can disable them using cg_rangeMarkerBuildableTypes ""

It is also normal to have lower fps when there is more content being rendered. Since we use vis2 for entity occlusion culling instead of vis like trem does, this is amplified. This change was necessary for the motion radar.
We are looking to do it a different way to keep the better occlusion culling, but still have entity data for radar.

Forty-Two
Mantis
Posts: 104
Joined: Wed Mar 14, 2012 3:08 pm UTC
Location: The Netherlands
Contact:

Re: FPS Drops

Post by Forty-Two »

I understand that these are different games I'm comparing, but I thought they served well for that exact purpose, when loading the same map and trying different scenario's. I thought it'd provide more information for you to work with ;)

I tried setting the cg_highpoly* cvars to 0 and cg_rangeMarketBuildableTypes to "", but that gave this message on vid_restart:
"CG_RegisterClientModelname(human_base, default) failed" as a warning dialog box thing, with console output:

Code: Select all

-----------------------------------
G_FinishSpawningBuildable: team_alien_acid_tube startsolid at (1048 -1964 64)
-----------------------------------
WARNING: help file 'ui/menu/help/help.txt' not found!
WARNING: unknown buildable or group: ""
Error parsing animation file: models/players/human_base/animation.cfg
Failed to load animation file models/players/human_base/animation.cfg
CG_RegisterClientModelname( human_base, default ) failed
----- Server Shutdown -----
==== ShutdownGame ====
---------------------------

I thought it might just be the rangeMarkeretc, so tried setting that to 'support' again, but it still does it unfortunately. Ideas?

0 = 0
Quod erat demonstrandum.

User avatar
Ishq
Project Head
Posts: 1147
Joined: Tue Mar 06, 2012 8:32 pm UTC

Re: FPS Drops

Post by Ishq »

Hm...whoops. That error suggests that the human animation.cfg was not updated after new animations were added. Keep cg_highPolyPlayerModels 1 for now.

Forty-Two
Mantis
Posts: 104
Joined: Wed Mar 14, 2012 3:08 pm UTC
Location: The Netherlands
Contact:

Re: FPS Drops

Post by Forty-Two »

Okay, well unless I get stormed by 3 dretches or more I should be fine for now then, thanks :)

0 = 0
Quod erat demonstrandum.

User avatar
ViruS
Granger
Posts: 1020
Joined: Sun Mar 11, 2012 4:24 am UTC
Location: Antartica - West Australian Post shore
Contact:

Re: FPS Drops

Post by ViruS »

Ishq wrote:

Hm...whoops. That error suggests that the human animation.cfg was not updated after new animations were added. Keep cg_highPolyPlayerModels 1 for now.

Thought you guis said you already fixed that in alpha 12 :/

ImageImageYou[TubeImage

User avatar
chris
Modeler
Posts: 115
Joined: Mon Apr 16, 2012 9:34 am UTC
Contact:

Re: FPS Drops

Post by chris »

I've experienced some fps drops when ever I set my /com_maxFPS to a really high value. Especially if someone is
shooting with a shotgun then my fps drops down to 8-15. But I have no problems if I set maxfps down to 125 frames per second.

my worst fps was 78 in this scene:
Image

Forty-Two
Mantis
Posts: 104
Joined: Wed Mar 14, 2012 3:08 pm UTC
Location: The Netherlands
Contact:

Re: FPS Drops

Post by Forty-Two »

Wow.. this is a beautiful game with all the options turned up like that :)

0 = 0
Quod erat demonstrandum.

Post Reply