SP Native Advanced Custom Battle

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I'm getting fps drops near the end of big battles, what I think is happening is that it is related to the moral system, the ''low morale'' troops don't flee from battle, they just drop their weapons and stand there, maybe the AI doesn't know where to flee to, what I think happens next is that the ''winning troops'' get confused on where to aggro and the game starts lagging
This is a pretty good observation. However, I have doubts that this is happening because of low morale.
Because there is this catch for Ruins map, since you are actually at the edge of the map already, when fleeing logic triggered, they are thinking that they already left the battlefield because they are standing at non-navigation-mesh. If you change the spawn location, you shouldn't see this behaviour. Still, I'm also experiencing this FPS drop at the and of the battle. I'm guessing this is happening when agents ( ally or enemy ) tries to attack the same people at the same time which triggers lots of collision calculation. Unfortunately, there is no way to avoid this - if this is the reason.

Could you make another video in another map with navigation mesh is activated for this benchmarking? Even though its a night map, sergeant map 10 is good for this one for this test.
 
Could you make another video in another map with navigation mesh is activated for this benchmarking? Even though its a night map, sergeant map 10 is good for this one for this test.
alright, I'll check it out
 
Could you make another video in another map with navigation mesh is activated for this benchmarking? Even though its a night map, sergeant map 10 is good for this one for this test.
I did an some experiments but only recorded one of them
as you can see in the video, after the sergeants kill all my troops, some of their own troops are ''surrendered'' and my fps drops to 10-20, after I kill the surrendered troops, my fps rises to 40-80, so there is defenetly something going on with this, this video also discards my theory that troops were getting confused on where to aggro with the surrendered troops next to them.



I also did tests where I put 5 heavily armored troops against 100 peasants to test your theory, but the fps remained normal during the fight (if this was the issue it would probably happen on captain aswell)

I also tried your suggested map, but the ''not fleeing from battle'' problem remains

first image shows, my test on sergeant 10 map, withlow fps as my surrendered units stand still,
the second image shows my 100 vs 5 test, with my fps pretty high throughout the experiment

my only theory left is that the surrendered units are constantly cauculating paths as an escape route, but not actually doing it, which could be requiring a lot of processing power
 
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I did an some experiments but only recorded one of them
as you can see in the video, after the sergeants kill all my troops, some of their own troops are ''surrendered'' and my fps drops to 10-20, after I kill the surrendered troops, my fps rises to 40-80, so there is defenetly something going on with this, this video also discards my theory that troops were getting confused on where to aggro with the surrendered troops next to them.
Cheers.
I think I found the issue. It seems like the problem is happening when they are throwing their weapons and running. Now fps drop is happening only in a split second and then gets stabilized. This will be fixed in next release, hopefully
 
It didn't make any difference to me.

I have an i7 4790k @4ghz, an RX 5700 XT and 16gb of ram, I play in 1440p all full options and on the multiplayer mod i'm playing at 80fps average in the captain mode. With this custom battle mod and the map sergeant_10 (not better on others maps) it's starts at 74fps, once the soldiers are close I'm at more than 60fps but as soon as they fight it's unplayable, going from 30 to 2fps non-stop.

1st part. https://gyazo.com/a09da7c34b69ac6b58e3f11fd0b63ae6
2nd part. https://gyazo.com/a9314e5f787efa882abeea613ab4c6df

But anyway thanks for all the work, it's not up to you to solve this problem, the game is coming out soon, I hope xD
 
It didn't make any difference to me.

I have an i7 4790k @4ghz, an RX 5700 XT and 16gb of ram, I play in 1440p all full options and on the multiplayer mod i'm playing at 80fps average in the captain mode. With this custom battle mod and the map sergeant_10 (not better on others maps) it's starts at 74fps, once the soldiers are close I'm at more than 60fps but as soon as they fight it's unplayable, going from 30 to 2fps non-stop.

1st part. https://gyazo.com/a09da7c34b69ac6b58e3f11fd0b63ae6
2nd part. https://gyazo.com/a9314e5f787efa882abeea613ab4c6df

But anyway thanks for all the work, it's not up to you to solve this problem, the game is coming out soon, I hope xD
the issues seem to be fixed for me, what's your specs?
does the lag start right as the battles beggin or as the battle is ending?
do you have this issue in captain?
 
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well...umm.. I'm already describing all of this in my message :lol:


I have an i7 4790k @4ghz, an RX 5700 XT and 16gb of ram, I play in 1440p all full options and on the multiplayer mod i'm playing at 80fps average in the captain mode. With this custom battle mod and the map sergeant_10 (not better on others maps) it's starts at 74fps, once the soldiers are close I'm at more than 60fps but as soon as they fight it's unplayable, going from 30 to 2fps non-stop.
 
well...umm.. I'm already describing all of this in my message :lol:
sorry, didnt see the video, the optimizations made (to my knowledge) were related to the surrendering logic of units, so any optimizations percieved would be noticed at near the end of the battle as troops are surrendering and not in the middle

does this issue happen on captain?

some observations:
-sergeant map 10 is pretty laggy on itself
-banners can cause some lag
-thats a lot of troops!

but other than that I have no idea.
I tried to reproduce the video, I ran 200 peasants vs 100 sergeants on sergeant map 10 on high settings and got around 40-30 fps during the fight
gtx 1060 6gb
16gb RAM (no ssd)

Edit: I'm still recovering from the fact that I accidently deleted all my custom units when I installed the update
 
最后编辑:
It didn't make any difference to me.

I have an i7 4790k @4ghz, an RX 5700 XT and 16gb of ram, I play in 1440p all full options and on the multiplayer mod i'm playing at 80fps average in the captain mode. With this custom battle mod and the map sergeant_10 (not better on others maps) it's starts at 74fps, once the soldiers are close I'm at more than 60fps but as soon as they fight it's unplayable, going from 30 to 2fps non-stop.

1st part. https://gyazo.com/a09da7c34b69ac6b58e3f11fd0b63ae6
2nd part. https://gyazo.com/a9314e5f787efa882abeea613ab4c6df

But anyway thanks for all the work, it's not up to you to solve this problem, the game is coming out soon, I hope xD
This is due to the large number of units.
 
So are banners static for everyone? Cause mine are more like PNG images than actual flowing banners, even though I have cloth simulation on.
 
1550 Vlandian Soldiers!! + commander
I keep crashing at 1600
Mount-Blade-II-Bannerlord-Screenshot-2020-02-14-07-46-47-32.png

Mount-Blade-II-Bannerlord-Screenshot-2020-02-14-07-47-30-66.png
Mount-Blade-II-Bannerlord-Screenshot-2020-02-14-07-46-25-94.png

Mount-Blade-II-Bannerlord-Screenshot-2020-02-14-10-10-58-23.png
 
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So are banners static for everyone? Cause mine are more like PNG images than actual flowing banners, even though I have cloth simulation on.

its buggy but it animates when you get close to the banners
 
So are banners static for everyone? Cause mine are more like PNG images than actual flowing banners, even though I have cloth simulation on.

its buggy but it animates when you get close to the banners

I believe that may be a very commonly used optimization technique called LOD.


decreasing the complexity of a 3D model representation as it moves away from the viewer or according to other metrics such as object importance, viewpoint-relative speed or position. Level of detail techniques increase the efficiency of rendering by decreasing the workload on graphics pipeline stages, usually vertex transformations. The reduced visual quality of the model is often unnoticed because of the small effect on object appearance when distant or moving fast.

I am assuming if you zoom out using the new battle test mode's free camera feature and are too far away from the banners then the game will load the "low quality" textures for banners. Then if you zoom in again the game will load back in the "high quality cloth" textures but if you do this too fast then you may notice the change or see low quality textures for a second.

This is the right way to do things and a pretty common optimization since there is no need to pay for the price of high quality textures when player can barely see the item. This probably won't happen in a normal gameplay scenario but since the mod has some "developer tool" kinda stuff it is expected you might see stuff like this.
 
I believe that may be a very commonly used optimization technique called LOD.




I am assuming if you zoom out using the new battle test mode's free camera feature and are too far away from the banners then the game will load the "low quality" textures for banners. Then if you zoom in again the game will load back in the "high quality cloth" textures but if you do this too fast then you may notice the change or see low quality textures for a second.

This is the right way to do things and a pretty common optimization since there is no need to pay for the price of high quality textures when player can barely see the item. This probably won't happen in a normal gameplay scenario but since the mod has some "developer tool" kinda stuff it is expected you might see stuff like this.
Ah, ok. See I have to run lowest settings possible but I keep cloth on since my PC is a bit of a tater, but I expected with cloth on I should see them moving from a distance. Cheers mate. You too R-kay.
 
Thank you for all the hard work Bloc! I made a small video with the fire arrows to showcase how nice it looks! Its here if you want to check it out:

Again massive kudos for your work!
 
I tried a little bit in everything I could and the problem actually comes when I get close to the soldiers. I can do battles at 500vs500 and hold 30/40fps if I stand a little bit aside, but if I get into the battle or just get too close I get huge drops of up to 1 or 2fps making the game unplayable. I tried all the options at minimum (very low) and it doesn't change anything. I'll see what happens when EA is released.
 
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