LO lag

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Seneca37
Lead Developer
Posts: 912
Joined: Mon Feb 10, 2014 1:04 pm

LO lag

Post by Seneca37 »

Here is a map of the face count (# of triangles), of the area west of Bosmora. Green cells have < 75,000 faces, Orange cells have >100,000 faces, and the red cell has > 200,000 faces. It is not clear to me why the area west of Bosmora has such lag. I would think that just north of Bosmora, the lag would be much greater. I should note that with Swiftoak's latest update to tr_mainland(.esp file) and the latest tr_data files, that the face count did drop by up to 10,000 faces in some of the cells west of Bosmora, as compared with the Jan 2014 files. I had hoped that there would be one or two cells with really high face counts in the region in question, but that does not appear to be the case. With the lag also occurring in the CS, I doubt it has anything to do with RCN's (collision data), because the CS does not implement collision testing. This map was manually generated - hopefully in the near future - I'll have a program that will automatically create a map of all the MW & TR cells.

https://www.dropbox.com/s/dqqcvtouef7yr ... nt_Map.png
Image
Last edited by Seneca37 on Fri Aug 08, 2014 11:02 am, edited 1 time in total.
arvisrend
Lead Developer
Posts: 1971
Joined: Mon Oct 04, 2010 11:39 am
Location: substitutional world

Re: LO lag

Post by arvisrend »

Good detective work, seneca! 33, -28 is the cell with the sinkhole.

When I said west of Bosmora, I didn't mean "west, as opposed to north"; I just meant that this is one direction you can go to see some lag. The problem with getting good data on lag is that (at least on my machine) the real lag sets in when you've played the game for a while and the system throttles to avoid overheating, so the place I get lag in can be completely different from the place that caused it. (Of course, the fact that adjacent cells are loaded in also makes this into a system of equations.)

Do you see some good candidates for defacing in the LO? We are using some Tribunal meshes that have never been meant for exterior use, so I wouldn't be overly surprised if some of them can be optimized.
Seneca37
Lead Developer
Posts: 912
Joined: Mon Feb 10, 2014 1:04 pm

Post by Seneca37 »

OH No! Not unused MW meshes. Crap - that's on my todo list. Checking all the unused MW meshes that TR used. From the few that I've noticed in the past - there was usually a good reason why they weren't used. I'll take a look and report back any problems I find.
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