That won't work correctly for multiplayer. Real LOD systems change the models at the client level, not globally. Also relying on a high level layer like ACS for that is just making things slower, not faster actually...
Besides, the most expensive things to do in the Doom engine is line of sight calculations, and level-rendering. Try running Hellcore MAP09 or Frozen Time even without monsters, you will see your FPS go down a LOT because of the wide-open construction. Add monsters and actors to it, and it of course just becomes worse.
Shrinking the player to make the max. map size seem bigger?
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- Ozymandias81
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Re: Shrinking the player to make the max. map size seem bigg
But did you try it in game with BoA? I have a quite crappy pc and in map c2m3 I had a supreme slowdown inside the church (4fps), until I did that workaround... which now goes to 20/24fps, setting the value to 1280.
Concerning the multiplayer issue, do you think that there could be an epic fail if somebody sets a different value during gameplay? I can't test it.
Gonna check in a while Hellcore though, I have some doubts that needs some answers here.
PS: Anyways, if it won't work correctly on multi, I can add a SP only advice for players inside menudef.
Concerning the multiplayer issue, do you think that there could be an epic fail if somebody sets a different value during gameplay? I can't test it.
Gonna check in a while Hellcore though, I have some doubts that needs some answers here.
PS: Anyways, if it won't work correctly on multi, I can add a SP only advice for players inside menudef.

