Coonskin
02-16-2003, 03:22 PM
An addendum to the "FPS Weirdness" thread:
Apparently large bodies of water cause CPU load.
Case in point: In RE I removed four of the seven 200FtSilverBridge spans thinking perhaps I could regain enough FPS for smooth scrolling by using more of the less ornate 60 Viaduct deck girder approach spans. (Past experiments indicate one of 200FtSilverBridge spans = -2 FPS on my system.) Took the same train across. Bam: Still at about 7 FPS.
Next, I toggled off the water for the river. Reran the same train (sans the above removed spans). Presto: FPS at 28. Subtract about 2 FPS per each span I had removed, and you're back at 20-21 FPS, which is what I was getting BEFORE this weirdness.
According to the infamous MSTS "pause/hitch", there's a "loading point" just as I enter the bridge when northbound. With water on, my system never recovers. The FPS stays low across the bridge, then jumps right back up to 28. It apparently chokes loading the info AND drawing the bridge.
Why it's able to stay in the lower 20's southbound across the bridge, well, I guess it's that loading point I mentioned above. Southbound there's no loading point, so the CPU can concentrate on drawing the water, bridge, and moving the train across it. For some reason it bogs excessively if having to load info in an already intensive graphic area.
Thus, it's just an unfortuate situation of several critical things converging at that one loading point when northbound.
This is somewhat disconcerting. Having no water in the Arkansas River is not an option. I feel I've already pared down my bridge scene as much as possible and it still have the feel of a sizable structure. Removing tree blocks really won't recover the FPS I want.
SO... time for a thoughtful "Hmmmmmm".
I'll figure something out.
Andre
Apparently large bodies of water cause CPU load.
Case in point: In RE I removed four of the seven 200FtSilverBridge spans thinking perhaps I could regain enough FPS for smooth scrolling by using more of the less ornate 60 Viaduct deck girder approach spans. (Past experiments indicate one of 200FtSilverBridge spans = -2 FPS on my system.) Took the same train across. Bam: Still at about 7 FPS.
Next, I toggled off the water for the river. Reran the same train (sans the above removed spans). Presto: FPS at 28. Subtract about 2 FPS per each span I had removed, and you're back at 20-21 FPS, which is what I was getting BEFORE this weirdness.
According to the infamous MSTS "pause/hitch", there's a "loading point" just as I enter the bridge when northbound. With water on, my system never recovers. The FPS stays low across the bridge, then jumps right back up to 28. It apparently chokes loading the info AND drawing the bridge.
Why it's able to stay in the lower 20's southbound across the bridge, well, I guess it's that loading point I mentioned above. Southbound there's no loading point, so the CPU can concentrate on drawing the water, bridge, and moving the train across it. For some reason it bogs excessively if having to load info in an already intensive graphic area.
Thus, it's just an unfortuate situation of several critical things converging at that one loading point when northbound.
This is somewhat disconcerting. Having no water in the Arkansas River is not an option. I feel I've already pared down my bridge scene as much as possible and it still have the feel of a sizable structure. Removing tree blocks really won't recover the FPS I want.
SO... time for a thoughtful "Hmmmmmm".
I'll figure something out.
Andre