| 04-22-2007, 10:37 PM | #1 |
I've got a system. But i don't know how fast it is for other people. So i need people to test it and post their averae FPS here thanks :) /fps is command for showing fps ingame btw |
| 04-23-2007, 12:40 AM | #2 |
lmao dear god...froze at 70 pop. I didnt see any text though |
| 04-23-2007, 12:52 AM | #3 |
no effect on my FPS, my computer is pretty good... but you only allow 70ish to exist at once... you should aim for a few hundred at least. |
| 04-23-2007, 11:33 AM | #4 |
ye but i dunno how so its good like this This thing that lags alot is the collision things at bottom left. That require alot of calculations (in my noob method). Plus it multisample 3 times... so that slows it down too. Hm.. seems like people has really slow comp around. My comp has 64fps on 70 pop |
| 04-23-2007, 11:41 AM | #5 |
64fps but whats really strange: i fistly opened the map with jassnewgen then hit test map ...i only had 2 - 5fps or so ...then i opened the map using normal warcraft 3 and i had 64fps ... |
| 04-23-2007, 01:25 PM | #6 |
well i think u configured ur jassnewgen to use some weird 3D library. Also UPDATED. pushed the objects to around 100. I cant push more withing causing lag. Atm it runs on 45-60 fps on me, depends on how much object collides with eachothers. Added a gold fountain, that scales particle over time and they have lifespan of 1 sec each of them |
| 04-23-2007, 01:33 PM | #7 | |
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| 04-23-2007, 03:39 PM | #8 |
Holy!!! JassNewGen... deleted by map when WE crash. good i uploaded it here... |
| 04-23-2007, 03:53 PM | #9 |
NewGenPack\backups ... Also I don't buy that world edit could actually crash with newgen, if jasshelper had a crash it wouldn't cause world editor to crash since there are separated processes, then it is also impossible that it would delete your map either the worst case scenario it won't update war3map.j with a parsed one. So your information doesn't sound any true at all, unless there was a very awful bug in grimoire, but then I have been using grimoire for a lot of time and nothing like this has happened to me, |
| 04-23-2007, 04:10 PM | #10 |
well WE have crashed on me many times before. But no maps was deleted. But when WE with NewJassGen crashed i couldnt find my map anymore... Maybe it move my crashed map automatically... |
| 04-23-2007, 04:19 PM | #11 |
Looks like your collision checking code would increase in performance cost exponentially as the number of collidable objects goes up, that's not good if players want to be able to use more than a handful of them. Have you considered using some method like UnitEntersRange triggers? Although they have a ~0.15 sec delay that is a real pain in the ass for this application... |
| 04-23-2007, 07:51 PM | #12 | |
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NewGenPack - sucks on my configuration! only the first pack works well... |
| 04-23-2007, 08:28 PM | #13 |
Hmm i have been trying to avoid unit groups. I wonder if looping trough array is faster than unit group. Also seems like nested loops cost alot of performance. |
| 04-23-2007, 08:42 PM | #14 |
I have two comp : with one.. it turns around 60 fps, with the order....2 xD |
| 04-23-2007, 08:54 PM | #15 | |
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