![]() ![]() MaxHitSelectionsPerEvent = profileNamespace getVariable VaporizationDamageThreshold = profileNamespace getVariable VaporizedBloodSplatterJitterAmount = profileNamespace getVariable VaporizedBloodSplatterIterations = profileNamespace getVariable Optimized parts of code, resulting in improved performance.Ĭurrent Configurables (See post on how to tweak values: ) Updated surface intersection blacklist, allowing objects baked into a map to receive splatters.Įxplosives will "vaporize" a unit (such as an explosive charge) - Will be expanded upon in the future. Randomized amount of blood splatters emitted per hit (still limited to BloodSplatterIterations). Just for the record, I am still working on optimizing my algorithms.Īdded jitter to blood splatter placement, causing them to look more messy. I will have a configuration mission available in the future to make this easier to accomplish, allowing for realtime configuration and testing of the values with a benchmark. Don't be shy to share your own value tweaks if you do happen to find a good compromise on performance vs quality. To set new values, just run the following code in a script (you can execute this in the debug console ingame) - and of course, change the numbers: MaxIndirectHitsPerEvent = profileNamespace getVariable MaxHitPartsPerEvent = profileNamespace getVariable MaxBloodSplatters = profileNamespace getVariable Below is the code which states the limits:īloodSplatterIterations = profileNamespace getVariable īloodSplatterGroundMaxDistance = profileNamespace getVariable īloodSplatterIntersectionMaxDistance = profileNamespace getVariable If you want to tweak the values, I have allowed for them to be configurable via profileNamespace. ![]() When a unit is hit by the typical bullet, it only fires off one selection, but when an explosion goes off, that unit can fire off around a hundred or so just on its own due to indirect hits (splash).įor now, you can try to tweak the values yourself to find a sweet spot in performance vs quality, or avoid / accept huge splash damage situations. Splash damage, such as from miniguns and explosives sends out hundreds, and even thousands of selections depending on the number of units it affects. The performance drop is due to how many HitPart selections are passed to BloodLust. This does not work correctly in multiplayer (at least for now). I fired into the crowds on the VA and my frame rate was going down to around 5-10fps when hitting them with the Wildcat guns. I'm guessing because so many textures are being created. Can this be used clientside only on a server/does everyone need to have it or will it have varying problems?Īlso I've noticed a fairly large problem regarding high RoF weaponry such as any minigun. ![]()
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