Hi, this is not really a bug, just a performance issue.
I realized that when I run into the trees, there is noticeable slowdown in performance. I use Windows Vista gadget for measuring GPU and it spiked up at 100% GPU usage when I was in the tree area.
screenshot http://imgur.com/jiXNrK3
savefile http://we.tl/EFHppFkNDr
my GPU is lowend one, Geforce 240 GT, 512 MB, but in other situations it rarelly spikes up at 50%, only trees get it to 100% (even when game is minimalised which is especially strange)
Trees slow gpu performance [0.11.10]
Re: Trees slow gpu performance [0.11.10]
I've noticed some performance issues with trees as well, on my rather slow laptop (linux 32bit, intel graphics). I assume it has to do with lots of overlapping layers and shadows being rendered.
OS: Linux Mint 19 x64 | desktop: Awesome 4.2 | Intel Core i5 8600k | 16GB DDR4 | NVidia GTX 1050 Ti (driver version: 410.104) (2019-03)
Re: Trees slow gpu performance [0.11.10]
I'm not sure what to do with this bug, the trees might be a problem as there is a lot things drawn at the screen at the same time.
But it is not really bug of the game that the gpu can't render it. You can try to low-res settings.
But it is not really bug of the game that the gpu can't render it. You can try to low-res settings.
Re: Trees slow gpu performance [0.11.10]
I guess the question is if you could somehow optimize tree rendering. For instance, since trees don't move or do anything other then getting removed occasionally, maybe you could cache large chunks of rendered trees into a single layer? (Sorry if that sounds naive, I really don't know much about game graphics rendering…)
OS: Linux Mint 19 x64 | desktop: Awesome 4.2 | Intel Core i5 8600k | 16GB DDR4 | NVidia GTX 1050 Ti (driver version: 410.104) (2019-03)
Re: Trees slow gpu performance [0.11.10]
Maybe, but the optimisation of game logic has higher priority now.Gandalf wrote:I guess the question is if you could somehow optimize tree rendering. For instance, since trees don't move or do anything other then getting removed occasionally, maybe you could cache large chunks of rendered trees into a single layer? (Sorry if that sounds naive, I really don't know much about game graphics rendering…)