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Map BagderHills (RAGL:S5) - Skirmish mode - Drop in game-speed

Posted: Tue Oct 01, 2019 5:47 am
by Ronald
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Re: Map BagderHills (RAGL:S5) - Skirmish mode - Drop in game-speed

Posted: Tue Oct 01, 2019 8:01 am
by abcdefg30
You can enable performance text and graph in the settings (advanced section), they can give some hints.

Re: Map BagderHills (RAGL:S5) - Skirmish mode - Drop in game-speed

Posted: Tue Oct 01, 2019 11:25 am
by Ronald
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Re: Map BagderHills (RAGL:S5) - Skirmish mode - Drop in game-speed

Posted: Tue Oct 01, 2019 12:25 pm
by abcdefg30
Tick and Render ms are the average ms spent either ticking or rendering during the last second (one second usually equals 25 ticks). Batches are the amount of times the game had to wait on the GPU (e.g. wait for a render to finish to change GPU parameters).
Iirc the graph simply visualizes those values and additionally displays times/counts for the other areas you listed. The names should be pretty self explanatory, as you stated. (E.g. Tick_lua being the time spent on executing the map's Lua code.)

Re: Map BagderHills (RAGL:S5) - Skirmish mode - Drop in game-speed

Posted: Sat Dec 14, 2019 5:23 pm
by Ronald
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Re: Map BagderHills (RAGL:S5) - Skirmish mode - Drop in game-speed

Posted: Sat Dec 14, 2019 6:46 pm
by Graion Dilach
TBH the perf graph shouldn't be advised to be opened by players. The perf text is straightforward and provides more than enough info to point out if the game's affected by CPU or GPU bottleneck.

Re: Map BagderHills (RAGL:S5) - Skirmish mode - Drop in game-speed

Posted: Sat Dec 14, 2019 10:12 pm
by Punsho
Just FYI those settings are completely different than those shown in LVL1 document