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Load Floors of the Lighthouse Separately To Reduce Lag

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DracoHouston

Kolben Developer
Contributor
the low fps is not a map issue, the game just runs really slow on older graphics cards. we'll get that fixed some time, i know why its slow
 

Malcaroni

Bugs Moderator
Trusted Support
Retired Mod
the low fps is not a map issue, the game just runs really slow on older graphics cards. we'll get that fixed some time, i know why its slow
Does this apply to old integrated graphics as well? Such as my Intel GMA4500?
 

DracoHouston

Kolben Developer
Contributor
the low fps is not a map issue, the game just runs really slow on older graphics cards. we'll get that fixed some time, i know why its slow
Does this apply to old integrated graphics as well? Such as my Intel GMA4500?
for sure.

the problem is the game draws everything individually and older graphics cards don't like that many draw calls. i've been put in the intel graphics club recently and the solution i was making to make it run better on this sort of hardware wouldnt run on this, hahah

we'll have it optimized at some point, we ran into difficulties with rewriting the renderer and shelved it for a little while to work on other things
 

Malcaroni

Bugs Moderator
Trusted Support
Retired Mod
Does this apply to old integrated graphics as well? Such as my Intel GMA4500?
for sure.

the problem is the game draws everything individually and older graphics cards don't like that many draw calls. i've been put in the intel graphics club recently and the solution i was making to make it run better on this sort of hardware wouldnt run on this, hahah

we'll have it optimized at some point, we ran into difficulties with rewriting the renderer and shelved it for a little while to work on other things
Sweet. That's great to hear. I look forward to being able to run render distances past tiny and offset map quality past 20.
 

DracoHouston

Kolben Developer
Contributor
for sure.

the problem is the game draws everything individually and older graphics cards don't like that many draw calls. i've been put in the intel graphics club recently and the solution i was making to make it run better on this sort of hardware wouldnt run on this, hahah

we'll have it optimized at some point, we ran into difficulties with rewriting the renderer and shelved it for a little while to work on other things
Sweet. That's great to hear. I look forward to being able to run render distances past tiny and offset map quality past 20.
the offmap quality doesnt actually affect how good it looks, it is a clamp on how often an entity can update, billboards need to remake their world position a lot under the current system, so turning the update frequency for offmaps down ('offmap quality') reduces cpu load, it doesn't help your GPU. nils is working on another way to optimize that will help as well, where the world is broken up into large cubes, and each large cube does some checks to see what other cubes are visible from there, which will simplify updates and draws

like i said i've had my graphics card out of commision for a few weeks (my motherboard's slot for it died or something, the card works in other machines fine) so i've been on a 5 year old budget motherboard's onboard graphics and playing p3d is really hard :\ we've got no business running that bad with the graphics we have. can't promise it'll be all fixed in a week or something but should run like greased lightning by the time we hit alpha. we've had a lot of core engine systems to overhaul (multiplayer, the UI that bugs out when you change window size sometimes and is awful to code for, making sure everything that should be moddable is moddable etc) so i've ogtten sidetracked from it. when i shelved the new renderer i had been at it for weeks already and most of it was trying to fix 1 really specific problem (out of thousands of entities that drew right this would happen)


also to get the fps savings i had to write a new set of shaders for the game, and i don't know how to do dynamic lighting yet, so before any of it can be rolled out it has to work with dynamic lights D:

then i tried playing my build with these new shaders and apparently my gpu can't do shader model 2.0? so i have to find out how to make fallback shaders work too D:
 

TheKian

Bug Catcher
I had it set up to have them all as offsets :)
I gained about 20 fps by having them seperated
but for some reason nilllzz got less fps when seperate
would some people mind tesing the fps in the split version to see how good it is?
Un zip the contents of this folder into your pokemon folder and the files shouls all fall into place
before trying this please save in olivine to ensure it doesn't break your save file
If you want to revert back just download the game again
I would like to give you a massive thanks. I was clunking through the lighthouse at 0 FPS but when I used the file you gave I was going between 20 and 60 FPS. Major improvement. Is it possible to do this for other maps?
 

Dieuwizard

Bug Catcher
This lag is happening to me too, also in towns, I know it's the offset map bug, but it's still really hard to navigate large towns, the lighthouse and the Pokemart in Goldenrod. Among other places.
 

Darkfire

Administrator
Administrator
P3D Developer
if you have difficulties in the light house then it is not offset maps and just the size of the maps
 
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