So that’s 80k total vs 120k in my first test. Have also switched off HITS & couriers.
It doesn’t seem to be making much difference. In the early march phase was getting FPS of 6-7 (vs 5-6 in my first test). Heavy combat has now broken out and my FPS rate has dropped rather than risen. Mostly 4-5, but occasionally up to 7. It’s difficult to be sure you're comparing like with like though, what with different terrain and varying deployment of enemy troops..........6 or 7 enemy brigades attacking on the sector I’m watching, so I'm looking at a lot of sprites.Martin
@
Martin , after reading this I think that I know why our
fps is so different.
I also start the game with
40,000 troops per army. They are divided as
nine brigades in one division, and
seven brigades in the reserve division.
The enemy army is also set up the same why, this way I don’t know if I’m going to run into [b[ nine [/b] brigades [/b] or
seven brigades .
Now, I will only move part of my army at a time, this probably saves a few
fps , but detaching
single brigades doesn’t seem to bring the
fps down.
My only guess is that it is less demanding than ordering an entire division.
But, I think that
I’m also doing something else that you may not have thought of….
I have increased all of the musket-ranges in the game too
350 yards. I also increased the mis-fire, and decreased the loading times of the muskets, placed a penalty on movements to slowdown the battle.
So, I have never had an entire enemy division just stop in front of my position. This would probably drag-down-the-fps like you have noticed.
By increasing the musket-ranges, the enemy will stop outside of that range before deploying, which helps with the drawing distance.
Note – Here are my settings – but everyone will have slightly different settings:
ObjClip=1300
UnitClip=700
TreeClip=800
So, any unit that is outside of the
700 range will not be drawn, but the biggest impact I think would be the
trees , due to the fact that there are so many of them!
Hope this helps!
davinci