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NwN2 updated to SOZ


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#1
Monkworks

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Hi,

So for years I have been using just the original Nwn2 tool set released many years ago never updating it till now.

After installing MOTB and SOZ.. I boot up my mod and from the tool set  I test the mod..I enter one of my towns. Now this town I spent many hours getting the FPS to about 45..after the update to SOZ runs at 9 FPS...confused I close the tool set and run the game through the Nwn2 client.. and guess what.. back to 45 FPS..

anyone have any idea what s going on here.. If I run the mod from he tool set I get terrible frame rate, however running the mod from the client gets good frame rate..

I am guessing  you will all start asking me my computer specs:
i7 CPU 920 @ 2.67GHz /2.67GHz , 6 GB RAM,  64 bit OS VISTA, 
2X 4800 HD ATI 

additionally- i guess i am using the highest setting in the tools set.. but why does it now run like crap? 

Modifié par Monkworks, 14 mars 2011 - 03:37 .


#2
kamal_

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If you run from the toolset, the toolset is open in addition to the game. Bad for performance, since the toolset is a hog.

#3
Morbane

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Try running the game as the game and separate from the toolset. Just exit to main menu so you dont have to restart all the time - I find performance is better then.

#4
Monkworks

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Morbane-Thank You. Excellent Help!

Additionally:Did some testing in game campaign. Very confused... And I see why there is some dissention.Low shadows - runs ok... 28 through 100 FPS
Shadows- Mid. Same scene. 3 FPS 
Yes. Everything would be maxed. So the defining factor seems to be shadows, basically.. I understand that the client does not take advantage of Duel-Core. I'm all duel core dood.. Anyone... forthcoming have the work/walk around for the sweet spot concerning where my FPS anticipated,  in Mod.? Averaging in players computers...  I think - 45 FPS would be a fare starting point .. based on my spec's... that I'm building with. However, I invite opposition.

Testing to figure out why I get belittling performance out of an old and reliable client 6? 8 ?Years later..
Add Fire I hope not..

Modifié par Monkworks, 14 mars 2011 - 10:00 .


#5
NWN DM

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How big is this area that's lagging?

Even the strongest computer can be brought to it's knees if you build your area top heavy on resources.

#6
BigfootNZ

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Of note, dont have an area opened and viewable in the Toolset while the game is running, it doesnt like that at all performance wise. Youve effectively got two NWN2 clients (at least graphically) running at once technically when doing so, save the area, close its window and you should be fine. (having and area open, and a preview window plus running the game will cripple your PC big time... why the Toolset when not focused on would continue to take GPU resources for its view port baffles me)

Some people have issues with the toolset and NWN2 running at once, me personally I have no problem and it runs as fast as normal with the Toolset going in the background also (as long as no area is open in the toolset)... heck i also run Photoshop, 2 instances of Crazybump and often Explorer and numerous word pads for xml and 2da editing at the same time. I do have one issue and thats if I alt tab out of the Game for the first time its loaded with the toolset also running NWN2 crashs, but works flawlessly alt tabbing from then on running the game (until the next time I restart my machine).

And i only have 2gigs of ram...

As for Shadows, they are mega performance hogs... if you want to use em set em to mid for Characters (high is no different from mid, and low is but ugly), low for near and far shadows, and turn off far shadow rendering... normal map terrain textures also take a decent chunk of your FPS and im sure having 6 terrain textures comprised of 2(3) textures each on a single mega tile all blended on top of each other causes issues as well with performance so try not to get your terrain textures to stacked ie grass next to dirt with a 25% something else and a 50% little of another and so on all on the same small patch of ground, blending a butt load of various opacity of normal mapped textures all over the place has to cause some noticeable lose of performance id say so keep your blends distinct, and blend between at most 3 textures only.

I wish there was an option to have Character shadows off and environment shadows on, rather than the opposite we currently have.

Also look at setting certain NPCs in your modules to Self-Shadow only for shadow casting, its a short range full shadow cast... however if the Player moves about 3 meters from the NPC in question their shadows vanish... its a little distracting but frees up resources while allowing shadows when you'd really need to see em.

Also keep all dynamic lighting to at least 3 per mega tile (showing light spheres have a purpose :P after all) and make sure NPCs are only really effected by 3 lights at any one time. The 3 lights also includes the areas directional environment light and a players light... you can break the rules by a couple of lights (say 4-5 total lights), but any more and you'll start to see FPS drops in places you didnt really expect.

And finally, I think ATI's have issues with shadows its something ive read concerning them in alot of games, given NWN2 is a "the way its meant to be played" game I wouldnt put it past some industrial sabotage or GPU favoritism on Nvidia/Obsidians part, it DOES happen and has been documented in other games.

I try to keep my FPS to 45+, 50+ as much as possible anything in the low 40's and lower becomes noticeable, some people have no issues with it going into the 30's but i find it too distracting. You can make a decent complex area all the while keeping 50+ FPS (even with shadows on) its just a matter of planning, cutting and compromise. Unfortunately sometimes FPS just tank for no reason in NWN2s engine, it just happens... heck Ive got a test area im using currently testing out my renormal mapping of the OC terraint extures, its simple and very resource lite but in certain camera angles and locations in it (its only a 4x4 area) the FPS drop to the 41-42 region... why?, no logical reason it should but it does.

#7
Monkworks

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BigfootNZ - Incredible delivery. Thank you.. extremely insightful. And. duly noted. I cant say enough for your response.
You have added clarity and new questions that need answered cornering my mod.
Happy to see posters/members of great virtue here!!
Agreed.. 45+ FPS. more immersive*.
30 FPS is accountable if the situation has no other conclusion :)
and 15FPS would seem very un-reputable.

Your comments about 3 lights.. again you have reinforced what I learned.. assumed ..
But thankfully three Lights is all you would need..
Fire place, fill light, and specular.
Another question deems asking:
True black. Complete lack of directional light.
Table top games would often invoke = Darkness. I find it a mixed crowd in MMOs. Requiring Players to provided their own lighting in extreme lighting conditions... But seems logical in cave environmental greens, deep blues..and a torch light?

Does darkness counter FPS?

Does magically lite equipment contribute to FPS totals?
How would a group of PCs with magic glowing equipment stack-up? In a town.. pulling 30+ FPS in a rain conditions.
What is the expectancy of a group of four standing within a tile of one another?

My area was 12 x 12 , town 6 buildings.. atop a mountain environment. Guards custom perception scripts, Npcs about.. following Wps. NPS spawning at night, then despawning in day, Npc spawning in day and despawing at night. Script cleaning up.. door get closed..after time..

26 FPS through 50 FPS.. lots of work to be done (space for FPS improvement)


Appreciation!

Modifié par Monkworks, 15 mars 2011 - 12:04 .