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AdditionalStaticObjects.con
Posted: Sun Jun 02, 2013 11:01 pm
by Diamondback
Could we use this file to store more static objects on a map which requires a lot of them to be placed (say an urban map or a forest) without getting the typical graphic lag which is associated with too much statics being placed on a map?
Re: AdditionalStaticObjects.con
Posted: Mon Jun 03, 2013 3:58 pm
by Swaffy
The "typical graphic lag" is due to your system having a harder time rendering all of the in-game objects on-screen. It's like running a heavy and demanding program on a computer that has an old dual-core processor.
You can use all the CON files you want, but in the end there will still be the same objects on the map that your computer has to render. But I do like the idea of splitting up the staticObjects for organizational purposes, such as trees and vegetation being in its own CON file.
Re: AdditionalStaticObjects.con
Posted: Tue Jun 04, 2013 5:03 am
by Apache Thunder
Are you sure it's the static objects causing lag or the lightmaps?
I have one map that has over 30,000 + individual grass objects in a single con file. That con file exceeds 6mb in size, and yet the game has no issues with it. (it is loaded in a file seperate from StaticObjects.con file but is done from an include command from inside the StaticObjects.con file. I honestly don't think any change in "where" you place it in a code would have any impact on the performance ingame at all. It's the objects you are placing on the map that can cause issue.s My 30,000+ grass objects are only about 2 polygons each and have a low cullradiusscale setting so they are not all visible at once. But more complex/larger statics won't be as optimized as my simple objects, so having a ton of them on the map can be a crap shoot.
Either a lot of the objects you are using are not optimized well or high in poly count or they are all lightmapped and all the lightmap textures is what is lagging.
Also, very large statics with large bounding boxes can cause lag too.
