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Issue 46: Tech and Cer's playtesting thread
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Project Member Reported by Techerci...@gmail.com, Aug 13, 2010
Approx 5% decrease of FPS (8-7.6 ±.2-.3) with cloud modifications in favor of low settings. Cloud immersion results in a 50% fps reduction to at worst 4fps.

Water lag to be tested.

Water death boundary should be inversely related to speed, allowing faster players to go lower under sea level and preventing slower players from dipping too far in. Near-sea-level positions (within air[mach?] cone) should have an upwards force proportional to depth to allow easy skimming and add realism.

Still waiting on aerodynamic lifting.
Aug 15, 2010
Project Member #1 Techerci...@gmail.com
Latest playtest reveals water load variance is nonexistant between current choices. A run-through with foggy settings at cloud value 1 led to an fps of 6.2 ±.2 for both simple and detailed water; the fog setting is hypothesized to account for the fps drop.
Aug 15, 2010
Project Member #2 Techerci...@gmail.com
Subsequent tests have led to values of 7±.2 for both cloud values, clearly revealing the concept of an fps test at anything other than a perfectly stationary point and view to be completely bunk, along with all data gathered from those methods.

Water still doesn't do anything though.
Aug 16, 2010
Project Member #3 Techerci...@gmail.com
Cloud Test.

GFX setting 1 = 4.6±.1
Console setting .2 = 3.1±.1
Console setting 2 = 5.7±.1

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