Buildings' particle effects and their performance cost #2426
Labels
Art
Is art related
Minor
Severity: Minor < Major < Critical < Blocker
Performance
Is a performance concern
While testing #2425 and looking for bad/lingering particle effects I've noticed that some of the effects on buildings are off, especially for different
ConditionState
models.This is similar to #1366, #1387, #1371, #1379, #1369 where listed
ParticleSysBone
were missing. Obviously there are a lot more structures with these bugs.Black Market (without Fortified upgrade):
The normal, undamaged structure (ConditionState = NONE) lists just one
ParticleSysBone = Smoke01 SmolderingSmoke
and it is properly attached on right side of the model in all states. It remains properly attached in other states. But other listed effects in other states are piled up in the middle, while minor, not listed effects are added by the system.market_off_effects.mp4
The fortified one seems ok:
Therefore, it got me questioning the whole idea of these effects other than the
NONE
state from performance standpoint. Are they really needed whenDAMAGED
andREALLYDAMAGED
states are adding effects by default?For instance, I don't agree with #1396 (adding effects) or #1371 (fixing bones) as these are adding more long-going effects/particleSystems and the game is obviously struggling with particle pool exhaustion.
Surely, at least all fractions/generals buildings should be checked and corrected.
But IMO we should rather try to reduce the number of particleSystems overall. Leave ones in normal state and leave only the damage effects that are default with
DAMAGED
,REALLYDAMAGED
andRUBBLE
states. Maybe even get rid of some particleSystems for some buildings.I do appreciate that they make buildings look alive, but how many does the game need and at what cost? Do they need to be in all condition states?
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