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I was doing a bit of testing in my scenery and discovered something odd. For some reason, I'm getting a massive performance drop (massive as in up to 75% drop in FPS), seemingly at random, sometimes lasting for a minute or more.
I have spent a few hours troubleshooting it, and narrowed the problem down to the ground poly. The ground poly has 26 drawcalls in total. While that may sound like a lot, I have split the ground poly into several separate files to reduce the number of drawcalls on each model, and went a step further, combining some textures and eliminating a few, so the base ground poly is down to only 13 draw calls, bringing it in line with ground polys from a range of major sceneries. I took everything else out of the scenery folder and left only the ground poly active, and did some additional testing.
The frame drop is still occurring. And I don't understand why. I've taken steps to minimize the drawcalls as much as I can for testing. The texture vertex count is as low as it's going to get (about 4,000 for the entire model which has a little over 3,500 mesh verts), and the poly count isn't high at all.
I started removing some parts of the ground poly itself, and believe I've finally got a lead. Something, and I don't know what, is going on between two of my ground poly models. I can use either one of them with any of my other models and see no performance hit, but if I use both of them at once, even on their own, then the performance turns into a slideshow. I don't see why this would happen, since both models only have 5 draw calls each. Certainly not enough to kill performance like this.
Any ideas what's causing this?
(I've attached the files below)
https://www.dropbox.com/s/mnpwy7mmfq5ym9r/kcos_gp.zip?dl=0
I have spent a few hours troubleshooting it, and narrowed the problem down to the ground poly. The ground poly has 26 drawcalls in total. While that may sound like a lot, I have split the ground poly into several separate files to reduce the number of drawcalls on each model, and went a step further, combining some textures and eliminating a few, so the base ground poly is down to only 13 draw calls, bringing it in line with ground polys from a range of major sceneries. I took everything else out of the scenery folder and left only the ground poly active, and did some additional testing.
The frame drop is still occurring. And I don't understand why. I've taken steps to minimize the drawcalls as much as I can for testing. The texture vertex count is as low as it's going to get (about 4,000 for the entire model which has a little over 3,500 mesh verts), and the poly count isn't high at all.
I started removing some parts of the ground poly itself, and believe I've finally got a lead. Something, and I don't know what, is going on between two of my ground poly models. I can use either one of them with any of my other models and see no performance hit, but if I use both of them at once, even on their own, then the performance turns into a slideshow. I don't see why this would happen, since both models only have 5 draw calls each. Certainly not enough to kill performance like this.
Any ideas what's causing this?
(I've attached the files below)
https://www.dropbox.com/s/mnpwy7mmfq5ym9r/kcos_gp.zip?dl=0




