MinFPS Console Command
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MinFPS Console Command
The MinFPS console command would ensure that your frames per second won't go below the number you set it as, automatically optimizing the game as you play it by reducing the number of cosmetic special effects automatically on the fly, or asking you if you'd like to change a setting that is causing performance issues.
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Re: MinFPS Console Command
What I would like to ask, is which "cosmetic" elements can GZDoom be smart enough to disable, and are they actually what's causing the performance issues?Zenon wrote:The MinFPS console command would ensure that your frames per second won't go below the number you set it as, automatically optimizing the game as you play it by reducing the number of cosmetic special effects automatically on the fly, or asking you if you'd like to change a setting that is causing performance issues.
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Re: MinFPS Console Command
Sounds like what you want is that one Unreal feature, "MinDesiredFrameRate", which actually requires modders to explicitly handle it through the Level.bDropDetail variable.
I'm not sure if something like that would be deterministic in the first place, too.
I'm not sure if something like that would be deterministic in the first place, too.
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Re: MinFPS Console Command
Sorry, but no. This simply cannot be done.
First, only the map can know which elements can be safely discarded, but not the engine.
Second, if it's the renderer that is causing the slowdown things will get even more tricky because it heavily depends on the hardware what part is getting slow. For some it's geometry throughput, for others it's effects.
As an extreme example, take last year's Cacoward winner Ar Luminae. Aside from being so large that dynamic lights become a problem, its main culprit for the poor performance is - all the waggling tables and stuff in the map! So, how to handle this with a generic heuristic?
First, only the map can know which elements can be safely discarded, but not the engine.
Second, if it's the renderer that is causing the slowdown things will get even more tricky because it heavily depends on the hardware what part is getting slow. For some it's geometry throughput, for others it's effects.
As an extreme example, take last year's Cacoward winner Ar Luminae. Aside from being so large that dynamic lights become a problem, its main culprit for the poor performance is - all the waggling tables and stuff in the map! So, how to handle this with a generic heuristic?
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Re: MinFPS Console Command
Yeah that.Marisa Kirisame wrote:Sounds like what you want is that one Unreal feature, "MinDesiredFrameRate", which actually requires modders to explicitly handle it through the Level.bDropDetail variable.
Oh, okay. Thanks anywayGraf Zahl wrote:Sorry, but no. This simply cannot be done.