Marcurios wrote:Yep, that would probably be best indeed, then people can set the desired graphical settings, and the script will regulate shadow distance to get the desired framerate.
And indeed a loop might cause unwanted performance problems if done wrong.
Just have to put a if/endif around the loop so it only works if the desired framerate is not met.
Once I get my hands on CK and problem won't be fixed until then - I'll try to find a way to get FPS value out of it or frame time. Because I can't find
anything in papyrus that could return damn frames. In previous fallout games there was good ol GetSecondsPassed (it returned length of a frame, not a seconds). In Skyrim - nope, nothing like that at all. I'm in frustration, lol. Bad thing - getting fps in script was based on that function.
Code: Select all
let t := GetSecondsPassed
if t > 0 ;prevents division by zero
let iFPS := 1 / t
endif
FiftyTifty wrote:The fault doesn't lie with the programmers, it lies with the artists, no? Not using texture atlases would be a big culprit 'ere.
Of course, this game was made for the consoles; they have low level APIs, much like Mantle/Vulkan/D3D12, where draw calls are pretty much a non-issue until the ~200,000 mark. Far as I know, anyhow.
This game REALLY needs a patch for the low level APIs, but...It's Bethesda. We won't get a patch unless everybody flips their shit, and even then it ain't likely.
Artists just make assets, and only by template they got from game engine programmers.
Wha? Consoles can handle draw calls without any issues? Wtf... Why the hell PCs don't have those low level APIs yet? o_O