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Performance threads All discussions about CoD performnce

View Poll Results: So what texture sizes do you use ???
Original 62 60.19%
High 18 17.48%
Medium 23 22.33%
LOW 0 0%
Voters: 103. You may not vote on this poll

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  #1  
Old 07-14-2011, 05:10 PM
KG26_Alpha KG26_Alpha is offline
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Originally Posted by Ali Fish View Post
completely agree. colour wise all i did was desaturate it somewhat, too much infact. also agree on the texture sizes not doing much but they should in theory.
So the finger points somewhere else then maybe

Core.dll ........... ?
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Last edited by KG26_Alpha; 07-14-2011 at 05:46 PM.
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Old 07-14-2011, 05:58 PM
Ali Fish
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Originally Posted by KG26_Alpha View Post
So the finger points somewhere else then maybe

Core.dll ........... ?
is our way of introducing custom files via modding the problem where this lack of performance is seen with sever reduction in texture sizes, possibly those orginal files are still in use prior to my using the customs, who knows. zzzzzzsdk. zzzzzzzsdk..zzzzzzzsdk.

not maybe, but definetly. Where? im not sure. Before the Last patch was better imo. i would love to be privy to what poly outputs & texture calls are made at any given fraction of a second. The other thing i question is how an engine scales for higher or lower machine base.The scaling proecudres might not be correct or suitable for this generation of top end graphically heavy software & hardware mix. It could require a more than a simple downsizing ethos to the scaling prcedure for the engine. for example a DX change and everything that comes with the PITA that would be. just an example. Another example and one proven to a considerable level is the necessity for true 64bit. over at ED the attention within the 64bit factor and the 32bit counterpart has unfortunatly ment the 32bit tech is limited in comparsion to its 64bit version. It doesnt pretend to be what the 64bit version is. loosing shaders and minor aspects. dare i mention also because of the necessity for "Large 1:1 scale scenery " again this is imho a good example of how to go about scalability and use what we have constructivly.

to sum cod's problems up in not so many words i think "COD is pushing and pushing everything to the max in a non true multicore, non 64bit,(maybe it is 64bit im not sure:presumption) non multigraphics chip format. untill we get the wider field for the software to work in, it might not work as intended", this is why we sit for months awaiting speculating the outcome. We need the upper end of the environment for the top end software to work to its max. /rant off

Last edited by Ali Fish; 07-14-2011 at 06:41 PM.
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Old 07-14-2011, 07:36 PM
KG26_Alpha KG26_Alpha is offline
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Yes SDK needed fast.

Core.dll
Well I've seen only 24bit & 32bit so far in there regarding the textures not surprising though.

I just don't have the time at the moment to spend on CoD's graphical problems
as I'm sure any effort made outside of the 1C Team will be overwritten in the very near future.

Im struggling with the FMB's desire to use C++ , what happened to the good old point n click of IL2

Just for the sake of it ..............

Here's the core.dll DX dependency tree showing Dx11 also in there just not enabled .


Last edited by KG26_Alpha; 07-14-2011 at 07:53 PM.
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Old 07-15-2011, 07:05 AM
Ekar Ekar is offline
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Originally Posted by KG26_Alpha View Post
So the finger points somewhere else then maybe

Core.dll ........... ?
I was mucking around last night with various settings, and I realised that the only setting that will totally eliminate those micro stutters is to reduce land shading down to low. Other settings can make a difference and increase fps, but the little stutters will still be there if land shading is set to anything but low. When set to low, I notice-

1. There are no bump maps anymore.

2. You can see the higher res texture pop in at a closer distance than at higher settings. More aggressive LOD for mipmaps I guess.

3. The ground shadows get really blobby.


I think, somewhere in there, perhaps cumalatively- but perhaps not, is the reason for these micro glitches. PS, I've been meaning to ask someone about the method that CloD uses for bump maps on the terrain? I've not seen this before... when you look at the texture files there, there are two greyscale images- one in rbg and one in the alpha. They look similar but they are not standard greyscale bump maps but each contains directional lighting information as well, the opposite direction in each image. I'm just wondering whether this was done as a more efficient way of doing bump than by using a normal map or traditional greyscale bump, or perhaps it's actually less efficient??

Anyone got any ideas?
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