To the best of my knowledge, at least the ray tracing should not cause any delay: It's implementation is very fast, and the engine runs dozens of ray traces at any frame anyway.drwbns wrote:I was wondering if anyone else is getting a firing "lag". Like it's taking a long time to compute a ray trace or something. It seems the further away the shot is fired, the more the lag time. Anyone?
When you try the same shot a second time, is the second shot equally delayed as the first? If not so, it's possibly a matter of initializing additional resources like sounds and textures. (Most textures including sprites are loaded in advance though, so maybe it's the sound driver that needs extra time to initialize a new sound before it's first played.)
Unfortunately, it's difficult to tell what causes the lag, but it still looks to me like some kind of resource bottleneck.
When you continue to run around in the TechDemo island, does the lag still occur?
Does it also occur when you leave the building and enter the open space without firing a shot?
Then, what system specs do you have? (Type and Speed of CPU, main RAM, GPU RAM, ...)
This really looks like some kind of RAM was depleted and the system resorted to swapping things around, e.g. from GPU RAM to main RAM, or main RAM to hard-disk, etc. (you can tell the latter if a lot of hard-disk activity is involved at the same time, or much better of course, if you use
Yes, indeed. The problem is that I cannot see the problem here (even on the low-spec systems that I regularly use), so the helpl that I can give you is very limited.drwbns wrote:Yeah, it's really strange
But if you're interested enough, it's certainly possible to isolate or narrow the problem down by running various tests, e.g. does it happen also with the "Null" sound system?, does it also happen in smaller maps?, etc.
screenshots here -
The ones that you've shown though are not a problem.
If you're using a self-compiled edition of Cafu, try running it with parameter
Code: Select all
build\win32\...) for your system, and that the same changes must be made both for the
...\Cafu.exepart as well as the
This will turn off the sound system. If the shot delay is then gone, it was likely caused by the sound system. Otherwise we should have another look at the graphics resources.
Run Cafu with parameter
--helpto see additional available command-line options.
Sorry for the earlier confusion.
I'll look into it.
Ok, thanks for the feedback!HWGuy wrote:I get the same problem with the 2009 and 2010 and 2011... a deadly bug that's been around for 3 years.
I guess this is a performance issue with tracing a rays against the terrain...
I've recorded this issue in Ticket #74 to make sure that it is not forgotten, and will look into it as soon as possible.
(Any help is welcome though! )
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