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Sector Siege needs improvement
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(11-17-2017, 02:27 PM)AdmiralGeezer Wrote: Well, could always be something in the code. However, I have checked with a profiler tool and optimized the game a lot. I've used many tricks to do this, and all of it happens when the units are hidden from the player. I hear what your saying. I just can't help but feel something is off because they beauty of sprites is how resource lite they are and these kind of calculations are bread and butter stuff for a cpu. For the numbers we are talking they shouldn't even put a dent in a quad core or octi core processor like my phone has every. The game just shouldn't be able to lag the processor. There just shouldn't be enough going on. I mean look at some of the mods 4 games like Empire at War or Sins of a Solar Empire. They use high poly 3d models with 3d turrets and hav similar tracking with 10 times the assets before lag becomes an issue. Its got to be a software problem with the engine but for the life of me I don't know where to look. What's the res on your textures? Loding them might help some especially if you are running really high res like 4096 or higher and file type might also be a factor as some formats are significantly larger than others for the same resolution. |
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