1.28 performance
From Battleground Europe Wiki
Much has been done in version 1.28 to improve performance. Without going in to all the technical details, shown here are the measurable results of the changes and optimizations made by the CRS programming staff, particularly Jaeger and Martini.
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Low End System
Please note that this is a fairly low end system. The video card is three generations old and is a major choke point for performance.
BLOO'S TEST SYSTEM:
- System CPU: Intel Pentium 4 2.4 GHz
- System Memory: 1 Gig RAM
- Video Card: Nvidia GeForce FX 5600 with 128 MB RAM
- Video Settings: Best Performance Settings
- Resolution: 1024 x 768 x 32
BLOO'S RESULTS:
- Average FPS Change: +10 FPS
- Peak Memory Reduction: 328 MB
Charts
Peak Memory Usage Reduction
Frame Times
These are a measure of how long in milliseconds it takes to draw a "frame", i.e., a full screen of graphics. Essentially, it is "Seconds Per Frame".
Average Frame Times
Reduction In Frame Times
Frames Per Second
The numbers shown are *averages* and do not indicate an across the board increase in FPS. As you can see in the FPS graphs, there are significant gains in some places and minimal improvement in others.
These test results were achieved by an automated flight through the beta servers with some heavy duty logging in a special client, thanks to some crafting by Jaeger. Flights were run repeatedly and averages were compared. The flight path is a line from just west of Antwerp to a spot northeast of Eind and includes a fly over of Eersel.
About Eersel: Eersel is a test area designed to cripple your system. Often called 'the funny farm', KFS1 has set this area up to draw *thousands* of vehicles of different types there, all moving in different directions. No system handles Eersel well, but some handle it better than others. It allows us to test changes in how the game loads objects and vehicles and sends and rceives information. It is the deepest FPS valley (and greatest Frame Time peak) in all of our testing - as it was designed to be.
Average Frames Per Second
FPS Trend
Higher End System
Higher End Systems see much less dramatic improvements in frame times and frames per second, but stutters and much reduced and memory usage is down about the same amount as lower end systems. These charts will be posted soon. Bloo
Conclusion
The largest improvements are when loading in cities and lots of vehicles. The cities that are at the dips in the average frames per second charts.
Overall, the results show greater improvement for lesser systems than they do for better ones. In large part, these changes are cleaning up the systems that thrash the weakest systems playing the game.
When we move to Shader 2.0 required video cards only (if not Shader 3.0) - and that day is coming, so prepare yourselves - additional changes will be possible that should result in even greater performance improvements.





