IckyATLAS Posted May 4, 2020 Posted May 4, 2020 I am working since last year on a scripted campaign on the Kuban Summer map. in 1943 as Soviet troops push back the German forces. The scenario covers the region from Krasnodar, to Kerch, down to Tuapse. So it is pretty huge. Many airfields and cities, roads rail ships etc are active. The total number of objects static and dynamic of all types are many hundreds. There are ground actions and air and sea operations sometimes in parallel in different places. The idea here is that you have a theater that is always alive. The missions are embedded in this environment. As a player in your plane you can do your mission but also something else, as what is on your map is there and stays there. After the mission you can RRR and continue. As missions go, things change chronologically on the map, but they remain and change according to the missions, and evolution of the theater. The problem I am having is that when one mission is started the time it takes to populate the map is becoming pretty high. Once they are there they stay no problem. Example when the mission starts the environment around you may take around 5 to 7 seconds (depending where you are and how many objects are in the environment around you) to be completely populated. But only once. The best test is with Cameras. When you switch cameras on cities or operational airfields etc. you may have as I said up to seven seconds to get everything displayed. Then switch to another camera etc. When you come back to a previous camera you have already activated then no problem as all objects are already there. When you fly it is ok as you cover the regions but objects are already there fast enough so I do not have the problem of appearing objects, except at startup of the mission. And if you fly on a region that you looked at previously with a camera, then its done all is there. The system seems to have been designed as to load the objects progressively as they are seen in the players viewport , either for memory resources and or CPU/GPU load. If you want to have all loaded, then you need to put cameras everywhere, and switch through all of them once and then there you are all is loaded. My question here is how to proceed to have all objects loaded on the map once and for all at the beginning of the mission. Even when all is loaded I still am in the 80 FPS so handling the very large number of objects it is not an issue, and it remains far from saturating either CPU or GPU RAM.
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