Comments (16)
@MrRowey KionX is right - this issue should not get closed yet.
I think the height is set that high to make sure it is visible on maps with large height differences. Regardless, this would be a prime candidate for an executable change. Sadly, I don't have the experience to perform that type of work.
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A better solution was to use the selection overlay checkbox to control if you want single unit select circles or not (it was just a keybinding before)
from fa.
Don't remove options entirely. Mess with defaults sure, but don't remove, some people with fast machines will probably use those options.
As for me, I have my fingers crossed this can be properly fixed at some point. My FPS in supcom doesn't dip under 60 on a 560m, until I select units with rings turned on, which instantly drops me to 10FPS. It sucks.
from fa.
You say the merge overlay circles code is crap. Do we have access to improve it?
from fa.
You say the merge overlay circles code is crap. Do we have access to improve it?
Possibly, we would need to change the range circle shader code.
from fa.
I've had my uncle take a look at this as it appears in game, not the code. He's an expert programmer who specialises in geometric functions for CAD operations, and his jaw dropped when he saw the impact these rings had on FPS. I think it's essential we find out how they are calculated, how the intersect is calculated, and why the hell this FPS drop is happening. On my machine, even selecting 3 ASFs drops my FPS from 60 to 25.
Crucial: Zoom level affects the FPS, so it does appear to be the display aspect rather than the calculation which is causing it.
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Since my last post on this, I've upgraded my laptop. The old one had a 560m GPU and an i7 CPU. The new one has an i7 which is slightly faster, but not by much. However, the GPU is a 980m, a SIGNIFICANTLY faster GPU. For me, this issue has completely vanished with the new machine, confirming this is definitely a rendering issue not a CPU side issue.
from fa.
Probably fixed by Eximius here:
from fa.
Definitely not fixed by Eximius there, but made very slightly less awful.
You really should lurk in Slack more, Crotalus, it's where the low-latency stuff happens.
from fa.
The bug remains, but unfortunately until we get access to the source so we can optimize the rendering through other means, it's tough.
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too bad we cannot fix it now because even with GTX 970 and i7-4930K I see fps drop a lot when selecting a lot of ASFs. Also, there might be something wrong with range rings on SCUs because selecting just a few of them causes fps drop as much as selecting a lot of ASFs... I will investigate it more.
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@HUSSAR-mtrela this cannot possibly be a high priority unless you have found means for changing the render calls.
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@Garanas I'm assuming this can be closed with the Merged PR that is Mentioned here ?
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PR #3004 is just a garbage cleaning.
The performance problem remained.
Fixing this is difficult and possible only in the engine.
It's about fillrate video card. A circle is drawn from 2 cylinders.
These cylinders are very large in height. This overloads video card.
And if you draw circles from a bunch of units, then slow down occur.
So eliminating the double rendering doesn't completely solve the problem.
It is also necessary to reduce the height of the cylinders.
The description of my research begins here(Rus):
https://faforever.zulipchat.com/#narrow/stream/203556-development-russian/topic/.28no.20topic.29/near/189103149
from fa.
Yeah, it is true, they really cause fps drops, I experienced that even having top gpu, the only solution rn is turn off anti aliasing... but it only reduces the effect
from fa.
This is not fixed, but improved significantly by an engine patch (FAForever/FA-Binary-Patches@d860211) and two shader adjustments (a8a1c9b and 6f499ee). See also the forum post with the latest sneak peaks!
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