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

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Discussion about the game and its default mods.
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Ronald
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Map BagderHills (RAGL:S5) - Skirmish mode - Drop in game-speed

Post by Ronald »

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Last edited by Ronald on Mon Oct 11, 2021 8:06 pm, edited 1 time in total.

abcdefg30
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Re: Map BagderHills (RAGL:S5) - Skirmish mode - Drop in game-speed

Post by abcdefg30 »

You can enable performance text and graph in the settings (advanced section), they can give some hints.

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

Post by Ronald »

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Last edited by Ronald on Mon Oct 11, 2021 8:05 pm, edited 1 time in total.

abcdefg30
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Re: Map BagderHills (RAGL:S5) - Skirmish mode - Drop in game-speed

Post 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.)

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

Post by Ronald »

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Last edited by Ronald on Mon Oct 11, 2021 8:05 pm, edited 1 time in total.

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

Post 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.

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

Post by Punsho »

Just FYI those settings are completely different than those shown in LVL1 document

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