Reduce shooting sound/particle to increase performance

Discussion in 'Modding' started by Przemek_kondor, Mar 3, 2019.

  1. Hi,
    We all probably have noticed that the game is struggling most during great musketeers' battles. When your screen is showing such situation FPS drops to 1 very often. When you move (your screen) far from it then immediatelly game becomes much smoother.
    It does mean that it's most probably not the battle calculation (since it's still happening off the screen) but either firing particles or/and their sounds.
    I wonder if there's a way to limit number of firing particles/sounds at once? (or even disable it to verify this hypothesis)
    I believe it could help in such situations (like it did when dead bodies limit was introduced).
     
  2. I've just found Cossacks 3\data\sounds\manager.cfg
    Code:
    section.begin
       Environment = seDefault
       MaxChannels = 48
       OutputFrequency = 44100
       UpdateFrequency = 60
       DistanceFactor = 1
       RollOffFactor = 1
       DopplerFactor = 1
       HeightFactor = 0.0
       ScaleFactor = 0.02
    section.end
    
    Will play with MaxChannels value.
     
  3. Original-Cossacks-Player

    Original-Cossacks-Player Active Member

    The main factor in the drop of FPS is units searching other units, friendly units search enemy units and it generates a big list, then the engine must do calculations on which animation is shown, which sound effect plays, draw up stats etc. when you have those big battles thats a lot of work for an un-optimized engine, you will always get a drop in FPS in any RTS game, even the original Cossacks gets FPS drop but nowhere near as bad, the code needs to be optimized, this takes time which means money, if GSC had the money they could optimize performance issues, but unfortunately they have moved on to other projects.
    And trust me they have optimized the engine somewhat in the past, when the game first came out if was unbearable, it didn't matter what specs your PC was, it was terrible.
     
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