Ok, did some testing in Alabaster, using the maximum settings in UruSetup (max quality, max antialiasing, with a resolution of 1920x1080).Original files:
roughly 50fps (frames per seconds) on average, but with freezes every second or so. These freezes are very short but are annoying enough to make the Age unplayable.
At one of the worlds' edges: ~20fps or so (plus the freeze every second).
In computer games, you want at least 30 fps, and preferably 60 for smooth gameplay (60fps is the maximum your monitor can display either way).Modified files:
80fps on average, no more freezes.
At the same world edge: ~60fps, which means on my PC I won't ever notice any lag. Much better !As for networking...
There isn't much Drizzle could do. There will be a small increase in efficiency, but I can't say whether it will be significant (probably not as much as in the Iceworld case). Networking is very
complex, so we won't be sure of anything until we can actually try it out on Deep Island.
Oh, and while I was at it, I also fixed the bug with bumpy collisions throughout the Age, and fixed the sky's anim so it loops correctly now
For those who want to test the new version on their offline install, here are the files:https://www.dropbox.com/s/anfps2abr0xyj ... d.zip?dl=1
Can one or two person confirm it works fine on their end ? If it does we can send the updated files to Diafero so he makes it available on Deep Island as well.
(I'm really impressed to see how big Dulcamara's Ages always are
Not only is the amount of work impressive, but also Uru was never optimized for huge open worlds like these. And yet even an average PC can handle these Ages pretty well